Under Night In-Birth/UNI2/Vatista
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Under Construction
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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 uniquely powerful charge character who excels in controlling the pace of neutral with projectiles like Mico Ruseo and Lumen Stella, in order to leverage her approach and begin utilising Si Deus Fragmentum 'Gems' and Trans Volans in up close pressure for scary throw and high/low mixups. On defense, her signature Ruber Angelus 'Flashkick' is always there as a reversal and anti-air. She is a technically demanding character to pilot, but with that comes the adaptability to switch between proactive offense and reactive defense, leaving no two Vatista players playing exactly alike.
Despite her strengths, Vatista is not without her weaknesses. She crucially lacks the mobility that comes with a run, as well as the consistency of being able to constantly access specials or a reliable anti air, and her defensive option selects are generally risky and high-commitment. Without Si Deus Fragmentum sets or Vorpal, her frame trap game with specials is mostly reliant on B Lumen Stella, and misuse of her tools can very quickly lead to forfeiting Vorpal and allowing the opponent to snowball, making knowing how to structure, mix up and adapt your gameplan on the fly even more important.
Vatista is a versatile charge character. She uses her zoning capabilities to establish respect in neutral, before using that space to approach and utilise her Gems to open up her opponents with strike/throw and overhead mixups. |
Strengths | Weaknesses |
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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]8A requires 38 frames. [2]8B/C require 53 frames;
- [6]4A/B/C requires 53 frames;
- [8]2A/B/C requires 43 frames;
- [A]/[B]/[C] 'Gems' require 61 frames.
- Vatista can charge at any time, including during hitstun, blockstun, superflash, Chain Shift, during other moves, or even before the round starts.
- Charge inputs can be gained with any combination of horizontal and vertical directions, depending on what the move requires. Charging is done independently, so Vatista can charge both [4] and [2] at the same time by holding 1.
- You can also switch between backwards/downwards directions at will and maintain charge. For example: Vatista can swap from [4] to [1] to block a low, and maintain her charge for [4]6A/B/C.
- The final direction of [2]8 and [8]2 can be any input on the opposite end of the from the original direction, therefore [2]9A, [1]9A and [8]3A, [7]1A are all examples of valid inputs for performing Vatista's [2]8A and [8]2A.
- The final direction on [4]6 or [6]4 however is strict, so for example [1]3A, [4]3A and [1]9A are all invalid inputs for performing Vatista's [4]6A; only [1]6A or [4]6A counts.
- After releasing a charge direction, you have 11F to perform the next input, meaning you can walk forward slightly or even perform a microdash before performing the move.
- What is defined as forwards and backwards is only checked when a button is pressed, therefore if you were holding [6] before swapping sides (For example, to run underneath them), that will count as charging [4] after the side switch.
- The final direction is also relative to the initial charge input, so for the example above, after crossing up doing [4]6 will still counts as a [4]6 fireball on the other side, despite that the input should be reversed in normal circumstances.
- Vatista can also do Charge Partitioning: this means that you can begin a charge, release it before it has completed, do an action such as dash, then return to the charging direction quickly and finish the charge without starting over. The grace period is the same as releasing a charge: 11F after the charge is released.
- You cannot Charge Partition Negative Edge 'Gems' ([A]/[B]/[C]).
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10300 | 5A > 5B > 5C > [6]4A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1180 | -910 | 4 | 41 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 3000 | ||
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 27 | -45360 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait | |||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
160 | Mid | 6 | 3 | 12 | -3 | N, SP, EX, CS, TH | Strike |
- Excellent range - one of the best 6f normals in the game.
- 5A > 5B will automatically have at least a 1f gap - useful for threatening a tick throw mindgame.
- The primary option for detonating Gems.
- Does everything except your taxes - an excellent poke further enhanced by Gems, a reliable abare option, and has the potential to stuff assaults.
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 |
- Extremely slow for a B normal.
- Decent stagger window.
- Mostly used in pressure, either to ambiguously reset pressure early thanks to its good no-cancel frame data, or to detonate Gems in 'Gem Loops'.
- A staple pickup tool from launchers like 2C.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | (551) | Mid | 4 | (6) | 25 | -8 | (N), SP, EX, CS | Strike |
- Can be used on hit, block or whiff.
- Is slightly larger than 5B, but generally quite high commitment.
- Mostly used in 'Gem Loop' blockstrings, as it is the only ground normal Vatista has that will detonate 5]X[ Gems.
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 |
- Extremely good long-range poke, has great reward on hit with a Gem detonation, or with its follow-up 5CC.
- Fairly strong choice at round start due to its excellent range.
- Favourable pickup from 2C over 5B in higher-damage routes.
- Poor vertical hitbox and large hurtbox coupled with its recovery makes it very prone to assaults, jumps or being whiff punished. Use it carefully.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5CC | 474~515 | Mid | 11 | 3 | 29 | -16 | SP, EX, CS | Strike |
- Primary hitconfirm option from grounded hit far-range 5C, allowing for great corner carry.
- Has an absolutely massive stagger window, allowing you to establish respect from opponents who blocked 5C.
- Unlike Vatista's other command normals, it cannot be performed on whiff.
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 |
- Good range for a 2A.
- Not a low, but still very much prone to getting low crushed.
- Can be staggered into itself with a small gap.
- Still literally just worse 5A, but still a better choice for rebeats.
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 |
- One of Vatista's best normals. Go-to choice for a mid-long range poke thanks to its speed and range.
- Easy to hitconfirm thanks to its follow-ups.
- Very prone to being jumped or assaulted over, or hit during startup due to the hurtbox size.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2BB | (460) | Mid | 4 | (8) | 23 | -7 | (N), SP, -UNQ-, EX, CS | Strike |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2BBB | 424 | Mid | 6 | (15) | - | -16~-26 | (N), SP, EX, CS | Strike |
- Staple combo ender that gives 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.
- If the first hit connects, the second hit can be cancelled at any time into a special, including flashkick in response to a superflash.
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 |
- 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/2B to pickup.
- The wheel takes some time to travel, increasing the startup at further ranges.
- Extremely bad on whiff thanks to its high recovery, and very prone to being jumped or assaulted over, so use sensibly at further ranges.
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 |
- Excellent tool for detonating Gems in many different situations, particularly on offense when looking to bait throw techs.
- Can be used to bait shields for a GRD Break using Assault > wj.A.
- Occasionally combo filler.
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 |
- Quite bad Assault overhead, having to be slightly delayed to hit crouchers up close, making it much less useful. If you want to crush stand techs or crouch shields with an assault, use jC.
- Can see some use from far ranges to catch opponents trying to crouch shield projectiles in neutral.
- Relatively poor air-to-air.
- Combo filler.
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 |
- First hit hits overhead.
- Excellent jump/assault-in to start pressure, as it is plus on block and even on Shield. Use it and abuse it a lot.
- Thanks to its frame advantage, the threat of assault jC makes your opponent using 171AD OS extremely dangerous, as you will land before your opponent and can air-unblockable them with 5A.
- Absolutely massive vertical hurtbox that can cause it to be anti-aired by a huge number of moves. Smart opponents will look to low-profile anti-air if your jump-ins are too obvious.
- If performed while rising, jC recovery is low enough to allow for additional air actions such as falling jA, air Assault, and jAB.
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 | - |
- Excellent for baiting reversals or avoiding moves after jump or Assault.
- Notably is not counterhit state whilst Vatista is floating.
- Can be cancelled into out of grounded B Lumen Stella - helpful in neutral or retreating from pressure, and sees some use in advanced corner combos.
- 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.
- Allows you to stall for time to perform numerous air actions, and mix up the opponent with where and how you will land. Getting creative with this move will make your neutral much stronger, but overuse will see you getting anti-aired by good players.
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[ Si Deus Fragmentum;
- 2/5B+C: Armabellum.
- Additional cancel options with meter: 2C: EX Satelles Triangulum, 6B+C: Solis Olio, 41236D: Infinite Worth and A+B+C+D; IWEXS.
- A powerful neutral tool to force the opponent to prepare for multiple options.
- Allows for unusual zoning patterns such as A Lumen Stella > A Mico Ruseo and triple Lumen Stella/Mico Ruseo partitions.
- 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 will experience hitstop from guarded mid and high attacks, but no blockstun, damage or chip damage.
- Opponents can cancel their moves upon hitting the guardpoint as they would on block.
- Vatista can be hit by lows and throws even whilst the barrier is active.
- It is not recommended to utilise this move as a substitute for learning how to perform charge inputs.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#2A+B |
- Cancelable into Specials via shortcut frame 35-49
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
650 | Mid | 9 | 2 | 12 | -2 | SP, EX, CS | Strike |
- Despite its appearance, does not work as an anti-air.
- Very good starter, and easy to hitconfirm thanks to inflicting tumble state on both normal and counterhit.
- Vatista's fastest non-A normal - works as an excellent check after 2C > 2Aw rebeat or a spaced A Mico Ruseo on block, as well as an occasional abare option.
- Sees some rare use in combos, but is mostly used in pressure.
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
(955) | Mid | 12 | (18) | 20 | -5~-20 | SP, EX, CS | Strike |
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.
- Has a fair amount of vertical reach, making it useful for catching opponents attempting to upback when minus.
- Can sometimes bait reversals after 2BBB > 2Gem or Satellus Triangulum > 2Gem combo enders.
- You don't want this to whiff.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
49 | 78 | /Data#66C |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
(916) | Mid | 10 | (11) | 12 | -2 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[B]+[C] 1 GRD |
(1432) | Mid | 10 | (20) | 17 | -6 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2B+C 1 GRD |
(787) | Low | 12 | (17) | 20 | -5 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jB+C 1 GRD |
(619) | Mid, Air Shield (First Hit) All (later hits) |
14 | (10) | - | -10~-28 | EX, CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[B]+[C] 1 GRD |
(1580) | Mid, Air Shield (First Hit) All (later hits) |
13 | (34) | - | -18~-63 | EX, CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 40 | Launch (last hit) | 94 | /Data#B+C | ||
[B]+[C] | 60 | Launch (last hit) | 94 | /Data#[B]+[C] | ||
2B+C | 48 | HKD | 92 | /Data#2B+C | ||
jB+C | Launch (last hit) | 98 | /Data#jB+C | |||
j[B]+[C] | HKD (last hit) | 98 | /Data#j[B]+[C] |
[B]+[C] :
2B+C :
jB+C :
j[B]+[C] :
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1580 | Throw | 4 | 3 | Total 58 | +37 (Midscreen) +23 (Into Corner) +40~+42 (Out of Corner) |
Throw |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
58 | 40 | /Data#A+D |
Smart Steer
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1656 | All | 14 | (20) | - | -4 | (EX) (only IW or IWEXS), CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
HKD | /Data#5A+B |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
[4]6X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[4]6A | 819 | All | 21 | Total 37 | +10 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[4]6B | 1060 | All | 11 | Total 44 | -5 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[4]6C | (1735) | All | 38 | Total 59 | +76 | CS |
- NOTE: All versions can also be input as 2A+B~6X (as a cancel from Concordia)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
[4]6A | 37 | 84 | /Data#[4]6A | |||
[4]6B | 44 | Launch | 82 | /Data#[4]6B | ||
[4]6C | 59 | 71 | /Data#[4]6C |
[4]6B :
[4]6C :
j.[4]6X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[4]6A | 819 | All | 13 | Total 42 | -1 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[4]6B | 819 | All | 13 | Total 42 | -3 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[4]6C | (1735) | All | 36 | Total 59 | +74 | CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j[4]6A | 42 | 84 | /Data#j[4]6A | |||
j[4]6B | 42 | 84 | /Data#j[4]6B | |||
j[4]6C | 59 | 55 | /Data#j[4]6C |
j[4]6B :
j[4]6C :
[2]8X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[2]8A | (1530) | Mid | 5 | (10) | Total 50 | -16 | CS |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[2]8B | (1776) | Mid | 6 | 1(3)2,3,3(12)3 | [14 on landing] |
-25 | (CS) (6-7) | 1-11 Full |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[2]8C | (2121) | Mid | 5 | (11, 21, 13) | Total 124 | -89 | (CS) |
- NOTE: All versions can also be input as 2A+B~8X (as a cancel from Concordia)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
[2]8A | 50 | Launch | 73 | /Data#[2]8A | ||
[2]8B | HKD | 73, 96 (1 hit) | /Data#[2]8B | |||
[2]8C | 124 | Launch | 55 | /Data#[2]8C |
[2]8B :
- Cancel Window: 15-20 (active + 3f recovery of 6th hit), 31-44 (active + 10f recovery of 7th hit)
- Recovery reduces to 30 upon hit
[2]8C :
- The hitboxes are identical to the other two versions, but this version's longer range comes from Vatista's increased forward movement.
[6]4X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[6]4A | 1250 | All | 14 | 10 | - | -3 | CS, [4]6C (Vorpal Only) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[6]4B | 1250 | All | 15 | 10 | - | +3 | CS, [4]6C (Vorpal Only) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
[6]4C 100 EXS |
(1532) | All | 8 | 25 | - | +7 | CS |
- NOTE: All versions can also be input as 2A+B~4X (as a cancel from Concordia)
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
[6]4A | 79 | /Data#[6]4A | ||||
[6]4B | 79 | /Data#[6]4B | ||||
[6]4C | 74 | /Data#[6]4C |
[6]4B :
[6]4C :
j.[6]4X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[6]4A | 1280 | All | 14 | 10 | - | -3 | CS, [4]6C (Vorpal Only) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[6]4B | 1280 | All | 17 | 10 | - | -10 | CS, [4]6C (Vorpal Only) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[6]4C 100 EXS |
(1450) | All | 8 | 25 | - | +17 | CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j[6]4A | 81 | /Data#j[6]4A | ||||
j[6]4B | 81 | /Data#j[6]4B | ||||
j[6]4C | 74 | /Data#j[6]4C |
j[6]4B :
j[6]4C :
j.[8]2X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[8]2A | (290+) | Mid | 7 | - | +2 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[8]2B | (595+) | High, Mid (Final Hit) | 20 | - | -11 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[8]2C | (1403+) | Mid | 5 | - | -1 | 1-Landing Full |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
j[8]2A | HKD (air hit) | 77 | /Data#j[8]2A | |||
j[8]2B | Wall Bounce (final hit) | 82 | /Data#j[8]2B | |||
j[8]2C | Wall Bounce (final hit) | 79 | /Data#j[8]2C |
Release X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5]X[/2]X[ | 26 | (CS) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j]X[ | 32 | (CS) |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
Detonate | (1292 (A hit)/ 1484) | All | (16 (A hit)/ 22) | - | +18~+29 |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5]X[/2]X[ | /Data#5]X[/2]X[ | |||||
j]X[ | /Data#j]X[ | |||||
Detonate | Launch + Knockdown | /Data#Detonate |
j]X[ :
Detonate :
- The hitstun is greatly reduced on subsequent detonations in the same combo (only the first detonation will knockdown.)
Release XXXX
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
]X[ | 920 | 10 | - |
- This move is activated by releasing a gem after three gems have already been used in the current combo. Note that the gem must be released while opponent is being hit by a previous gem explosion.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2A+B~2C 100 EXS |
(1680) | All | (6) | - | +6 | CS |
[4]6B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
(1214), (1214) | All | - | +44 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
95 | /Data#[4]6B+C |
Super Moves
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150, 105×27, 420 | All | 12 | Total 218 | -33 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
218 | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3775 | All | 3+14 | 2 | 51 | -25 | Strike | 1~? Full |
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5A | whiff 5A/2A | -9 |
2A | -9 | |
5B | -2 | |
2B | -2 | |
5C | -5 | |
2C | ±0 | |
5A | Gem Set | -12 |
2A | -15 | |
5B | -8 | |
5BB | -8 | |
2B | -8 | |
2BB | -8 | |
2BBB(1) | -12 | |
2BBB(2) | -17 | |
5C | -11 | |
2C | -6 | |
66B | -15 | |
66C | -9 | |
jA | -22 | |
jB | -17 | |
jC | -11 |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5B | ~1 |
66C | [4]6A | ~4 |
66C | 2FF | 1~ |
[8]2A | 5A | ~4 |
TK[8]2A | 5A | ~2 |
[8]2B (Drill) | [8]2B (Kick) | ~2 |
66B | 66B | 11 |
Videos
External Links
Additional general character information:
- UNIst Vatista Primer by Lolimaiko
- Vatista FAQ by airco
Combo guides:
- UNIclr Vatista Combo Guide 2020+ by Ayr (Regularly updated)
- Vatista Mission Combos by Daniru
- Vatista Metered Combos by Daniru
Additional resources:
- Neutral Starter Guide by Flavortown
- Vatista Charge Partitioning Guide by Bea
- UNIst Vatista Tech Archive by Foxof42
- UNIclr Vatista Tech Archive by Foxof42 (Regularly updated)
Counterplay resources:
Players To Watch
The purpose of this list is to provide a wide list of playstyles and reference footage for newer players to look to. Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
Foxof42 Twitch Youtube |
![]() United States |
Unknown | ||
Daniru |
![]() Japan |
Unknown | ||
Lolimaiko | ![]() United States |
Unknown | ||
Nekomiko Youtube |
![]() Japan |
Unknown | ||
Wako Twitch |
![]() Japan |
Unknown | ||
RAL Twitch |
![]() United States |
Unknown | ||
DrunkSuika Twitch |
![]() Canada |
Unknown | ||
Flankroast |
![]() United States |
Unknown | ||
WhiteBeast |
![]() United States |
Unknown | ||
Str4ng3r Twitch |
![]() United States |
Unknown | ||
Ayr Twitch |
![]() United Kingdom |
Unknown | ||
Jaca |
![]() Brazil |
Unknown | ||
Needle |
![]() Japan |
Unknown | ||
Roy |
![]() Japan |
Unknown | ||
Ken |
![]() Canada |
Unknown |