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Under Night In-Birth/UNICLR/Vatista
She serves. A pawn that sleeps eternally. A puppet with no will to call her own. Her master,
- 1 Story
- 2 Gameplay
- 3 Character Stats
- 4 Normal Moves
- 5 Universal Mechanics
- 6 Special Moves
- 7 Super Moves
- 8 Notable Rebeats and Gaps
- 9 Videos
- 10 External Links
- 11 Notable Players
- 12 Colors
- 13 Vatista Wiki Roadmap
An ancient biological form known as Autonomic Nerves. They've existed for as long as we know, arguably an eternity, and emerge during the Hollow Night as its enforcers. She is one of them. On this Hollow Night, she detects an abnormal number of EXS levels, and awakens. Once awake, she wanders the Night as her program deems fit, making her way towards the Abyss. Her mission, to determine the source of the disturbance in EXS and eliminate it. But to her, Voids and In-Births are all enemies.
Neither one of us is a human...
Vatista is an incredibly versatile and extremely powerful charge character that excels in both controlling neutral with oppressive projectiles like Mico Ruseo and Lumen Stella, as well as utilising Si Deus Fragmentum 'Gems' and Trans Volans in up close pressure for extremely scary throw and high/low mixups. Rounded out by an incredible defense with her signature Ruber Angelus 'Flashkick', she is an technically demanding character able to easily switch between proactive offense and reactive defense, leaving no two Vatista players playing exactly alike.
Despite all of her strengths, Vatista lacks the mobility that comes with a run, as well as the consistency of being able to constantly access specials or an Anti air. Without Si Deus Fragmentum sets or Vorpal, her frame trap game with specials has a lot to be desired, and with a gameplan that feeds GRD to the opponent for free, knowing how to structure and mix up your offense becomes even more important.
|Health||Smart Steer Route|
|10301||5A > 5B > 5C > 5FF > 8C|
|Forward Walk Speed||Backward Walk Speed||Jump Startup||Jump Duration|
|Dash Startup||Initial Dash Speed||Dash Acceleration||Max Dash Speed|
|Backdash Startup||Backdash Duration||Backdash Distance||Backdash Invul|
|4||27||-45360||1-8 Full, 9-10 Throw|
|Throw Width (pixels)||Throw Range (pixels)|
- The FLS of Binding: Restriction - Vatista cannot be Counterhit.
- Can cancel 4A or 4B into 4C without requiring charge.
|Frame Data Help|
|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.|
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
|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
Lumen Stella (Air)
Si Deus Fragmentum
]X[ During the 3rd Gem Explosion in a combo
Infinite Worth EXS
Notable Rebeats and Gaps
Additional general character information:
- UNIclr Vatista Combo Guide 2020+ by Ayr (Regularly updated)
- Vatista Mission Combos by Daniru
- Vatista Metered Combos by Daniru
- Neutral Starter Guide by Flavortown
- Vatista Charge Partitioning Guide by Boruphen
- UNIst Vatista Tech Archive by Foxof42
- UNIclr Vatista Tech Archive by Foxof42 (Regularly updated)
Customization Unlocks (2000 IP Each)
Vatista Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-09-17 by Ayr.