Under Night In-Birth/UNICLR/Vatista

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Profile-vatista.png

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.

Story

An ancient biological form known as Autonomic Nerves. They've existed for as long as we know, arguably an eternity, and emerge during the Hollow Night as its enforcers. She is one of them. On this Hollow Night, she detects an abnormal number of EXS levels, and awakens. Once awake, she wanders the Night as her program deems fit, making her way towards the Abyss. Her mission, to determine the source of the disturbance in EXS and eliminate it. But to her, Voids and In-Births are all enemies.

Neither one of us is a human...
Thus, I will perform your last rites, and proceed.

Gameplay

Vatista is an incredibly versatile and extremely powerful charge character that excels in both controlling neutral with oppressive projectiles like Mico Ruseo and Lumen Stella, as well as utilising Si Deus Fragmentum 'Gems' and Trans Volans in up close pressure for extremely scary throw and high/low mixups. Rounded out by an incredible defense with her signature Ruber Angelus 'Flashkick' and immunity to Counterhits, 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 does lack the mobility that comes with a run, as well as the consistency of being able to constantly access specials or an Anti air. Without Si Deus Fragmentum sets or Vorpal, her frame trap game with specials is mostly reliant on B Lumen Stella, and with a gameplan that can easily feed GRD to the opponent for free, knowing how to structure and mix up your offense becomes even more important.


Strengths Weaknesses
  • Cannot Be Counterhit!
  • Versatility: Thanks to Si Deus Fragmentum 'Gems', large normals like 5A, 5C and 2C, a powerful Flashkick and her variety of projectiles, Vatista possesses excellent space control at all ranges.
  • Oppressive Pressure: Gems allow for reversal-safe okizeme from any starter, alongside tricky pressure that becomes even scarier when mixed with partitioning B Drills for high/low mixups.
  • Snowball Potential: Vatista deals exceptional metered damage, and her pressure and mixup options become overwhelming once her opponent is in the corner.
  • Adorable voicelines.
  • Execution: Vatista has a steep learning curve and virtually limitless skill ceiling due to unorthodox charge specials and negative edge. Performing her gameplan and combos takes a lot of practice.
  • Committal: Vatista's strings have poorer flexibility due to the commitment of charge, and she can struggle against characters who control the mid/long range like Yuzuriha, Merkava, Hilda and Chaos.
  • Poor OS Coverage: No safe anti-air OS without Chain Shift, and Flashkick charge makes 171AD extremely unforgiving to input.
  • Eats a lot and sleeps too much.

Character Stats

Health Smart Steer Route
10300 5A 5B 5C 5FF [2]8C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -800 5 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 2800 0
53050 distance
2800
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 27 -45360 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
200 100
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
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
5A
5A
UNI Vatista 5A.png
"I'm not mashing, it's called 'Fuzzy Abare'"
Damage Guard Cancel Property Cost Attribute
160 Mid N, SP, EX, CS, TH - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 12 21 -3 -

Vatista swipes forwards with one of her six wings.

  • Excellent range - one of the best 6f normals in the game.
  • 5A > 5B will automatically have at least a 1f gap.
  • 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.
5B
5B
5B
UNI Vatista 5B.png
5B
UNI Vatista 5BB.png
Mawaaaaru~
Damage Guard Cancel Property Cost Attribute
422 Mid N [whiff OK], SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 9 18 39 -2 -
Damage Guard Cancel Property Cost Attribute
422 Mid -N-, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 9 18 39 -2 -

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.
Damage Guard Cancel Property Cost Attribute
415 Mid SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
3 6 25 34 -8 -

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.
5C
5C
5C
UNI Vatista 5C.png
Attacku~
Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 5 22 39 -11 -

Vatista extends her Crimson Wings and stabs straight forwards.

  • Generally good long-range poke, but lacks reward without resources or a Gem detonation.
  • Becomes extremely scary with a Gem at max distance, especially when the opponent is in the corner.
  • Fairly strong choice at roundstart due to its range.
  • Favourable pickup from 2C over 5B in higher-damage routes.

Crouching Normals

2A
2A
2A
UNI Vatista 2A.png
Damage Guard Cancel Property Cost Attribute
140 Mid N, SP, EX, CS, TH - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 12 21 -3 -

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, but a better choice for rebeats.
2B
2B
2B
UNI Vatista 2B.png
2B
UNI Vatista 2BB.png
Motto kuru kuru~
2BBB
UNI Vatista 2BBB.png
2BBB my footsies NICE
Damage Guard Cancel Property Cost Attribute
399 (2-hits), [Min: 210] Mid N [whiff OK], SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 9 29 48 -13 -
Damage Guard Cancel Property Cost Attribute
399 (2-hits), [Min: 210] Mid -N-, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 9 29 48 -13 -

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.
Damage Guard Cancel Property Cost Attribute
418 (2-hits), [Min: 265] Mid N [whiff OK], SP, EX, CS Launch, Wall Bounce near corner - Strike
Startup Active Recovery Overall Advantage Invul
3 6 25 34 -8 -
Damage Guard Cancel Property Cost Attribute
418 (2-hits), [Min: 265] Mid -N-, SP, EX, CS Launch, Wall Bounce near corner - Strike
Startup Active Recovery Overall Advantage Invul
3 6 25 34 -8 -

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.
Damage Guard Cancel Property Cost Attribute
424 (2-hits), [Min: 220] Mid SP, EX, CS Knockdown, Vacuum (2nd hit) - Strike
Startup Active Recovery Overall Advantage Invul
4 9, (7), 6 22 47 -26~-16 -

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.
  • 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
2C
2C
UNI Vatista 2C.png
Damage Guard Cancel Property Cost Attribute
621 Low N, SP, EX, CS Launch, Object - Foot
Startup Active Recovery Overall Advantage Invul
10 (Close) 11~16 (Wheel) 13 23 47 -16~-6 -

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.
  • The wheel takes some time to travel, making the move effectively 16 frames startup at max range.
  • Extremely bad on whiff, and very prone to being jumped over, so use sensibly at further ranges.

Air Normals

j.A
j.A
jA
UNI Vatista j.A.png
Damage Guard Cancel Property Cost Attribute
140 High N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
6 3 X
[2 on landing]
X+9 Varies -

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.
j.B
j.B
jB
UNI Vatista j.B.png
Damage Guard Cancel Property Cost Attribute
410 High N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
11 6 X
[3 on landing]
X+17 Varies -

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. Generally you will only be able to crush very delayed option selects with this.
  • Relatively poor air-to-air.
  • Combo filler.
j.C
j.C
jC
UNI Vatista j.C.png
Kurukuru~
Damage Guard Cancel Property Cost Attribute
170, 170, 170 Mid N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 10 X
[4 on landing]
X+22 + -

Vatista pirouettes in midair, spinning the Crimson Wings around her as she does so.

  • Is not an overhead.
  • Excellent jump/assault-in to start pressure being that it is plus on block and even on Shield. Use it and abuse it.
  • 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.

Command Normals

j.A+B
Leviosa
レヴィオーサ
jA+B
UNI Vatista j.AB.png
Flip-flop~
jA+B
Leviosa
Damage Guard Cancel Property Cost Attribute
- - Assault, N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
18 90 - 108 - -

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 - 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.
2A+B
Concordia
コンコルディア
2A+B
UNI Vatista 2AB.png
The almighty T-Pose
2A+B
Concordia
Damage Guard Cancel Property Cost Attribute
- - CS Guard Point - -
Startup Active Recovery Overall Advantage Invul
17 (Guard Point), 35 (Whiff Cancel window) 50 (Guard Point), 8 (Whiff Cancel window) 10 (Not cancelled) 86 - 17~67 Guard Point (Mid, High)

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 guards an attack.

  • Cancel options: ~6X - Lumen Stella, ~4X - Mico Ruseo, ~8X - Ruber Angelus, ~2X - Si Deus Fragmentum, ~2/5B+C - Armabellum
  • 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.

Dash Moves

66B
66B
66B
UNI Vatista 66B.png
Dooooon~!
Damage Guard Cancel Property Cost Attribute
650 Mid SP, EX, CS Tumble on counter hit - Strike
Startup Active Recovery Overall Advantage Invul
9 2 12 23 -2 -

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 - 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.
  • For some reason has additional hitstun on crouchers, which can allow for a difficult link into 5A.
  • Your best option for killing Azhi when fighting against Chaos.
66C
66C
66C
UNI Vatista j.C.png
Guruguruguru~
Damage Guard Cancel Property Cost Attribute
190, 148x5 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 18 20 50 -5 -

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.

Universal Mechanics

Force Function

Armabellum
アルマ ベルム
B+C
UNI Vatista BC.png
Stand
UNI Vatista 2BC.png
Crouch
UNI Vatista j.BC.png
Air
B+C
Armabellum
Damage Guard Cancel Property Cost Attribute
325, 260x2 Mid EX, CS [whiff OK] - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
10 3 30 43 -4 -
B+C
Armabellum
Damage Guard Cancel Property Cost Attribute
325, 260x2 Mid EX, -CS- - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
10 3 30 43 -4 -

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.
  • Can be used as a sub-par anti-air option select with B+C~A+D, granting a combo on air counterhit and leaving you safe on block.
  • Holding 6 or 4 during the move will cause Vatista to slide forwards or backwards slightly as she fires.
  • Will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
[B]+[C]
Armabellum
Damage Guard Cancel Property Cost Attribute
325, 260x4 Mid EX, CS [whiff OK] - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
10 6 30 46 -6 -
[B]+[C]
Armabellum
Damage Guard Cancel Property Cost Attribute
325, 260x4 Mid EX, -CS- - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
10 6 30 46 -6 -

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.
  • Holding 7, 8 or 9 during the move will cause Vatista to rise into the air version. Excellent starter for CVO with full resources.
  • Useful for creating a 50/50 setup due to its blockstun when cancelled with Chain Shift.
  • Will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
  • Babababa.
2B+C
Armabellum
Damage Guard Cancel Property Cost Attribute
410, 377 Low EX, CS [whiff OK] - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
12 3 30 45 -3 -
2B+C
Armabellum
Damage Guard Cancel Property Cost Attribute
410, 377 Low EX, -CS- - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
12 3 30 45 -3 -

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.
jB+C
Armabellum
Damage Guard Cancel Property Cost Attribute
160, 113x3 Mid EX, CS [whiff OK] - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
14 6 X
[9 on landing]
X+29 -4 1-Landing 2A (Foot)
jB+C
Armabellum
Damage Guard Cancel Property Cost Attribute
160, 113x3 Mid EX, -CS- - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
14 6 X
[9 on landing]
X+29 -4 1-Landing 2A (Foot)

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.
  • Like the ground version, will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.
j[B]+[C]
Armabellum
Damage Guard Cancel Property Cost Attribute
160, 113x10 Mid EX, CS [whiff OK] - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
14 - X
[9 on landing]
- -6 1-Landing 2A (Foot)
j[B]+[C]
Armabellum
Damage Guard Cancel Property Cost Attribute
160, 113x10 Mid EX, -CS- - 1 GRD Strike, Projectile
Startup Active Recovery Overall Advantage Invul
14 - X
[9 on landing]
- -6 1-Landing 2A (Foot)

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.
  • Will trigger the Null Projectile property of Waldstein's Unique Trait as well as Wagner's Force Function, but will be treated as a Strike when parried by Yuzuriha's 4B.

Throw

Throw
A+D
UNI Vatista AD.png
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1580 - - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 27 +23~+42 on hit -

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 you are not in the corner, you can use 66C to meaty after a successful throw.
  • 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.
  • In the rare case a Gem explosion is active as you throw the opponent, it will lower the damage of the throw.
  • Whilst it has average Throw Range, the animation can be a little deceptive.
Guard Thrust
Guard Thrust
214D
UNI Vatista j.82X 2.png
214D
Guard Thrust
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
Guard Thrust (Vorpal)
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~12 Full, 13~42 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
Veil Off
A+B+C
UNI Vatista ABC.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 7 (3 on hit) on landing 58 (53 on hit) -13 1~30 Full
[A]+[B]+[C]
Veil Off (Increase)
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 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.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS 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.
    • 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.
  • 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.

Special Moves

[4]6X
Lumen Stella
ルーメンステラ
UNI Input Hold.png[4]UNI Input Then.png6X
UNI Vatista 46A.png
A Version
UNI Vatista 46B.png
B Version
UNI Vatista 46C.png
EX Version
[4]6A/2A+B~6X
Lumen Stella
Damage Guard Cancel Property Cost Attribute
819 Mid -CS- - - Projectile
Startup Active Recovery Overall Advantage Invul
21 128 (max) 20 38 +9~+17 -
[4]6A/2A+B~6X
Lumen Stella
Damage Guard Cancel Property Cost Attribute
819 Mid CS [whiff OK] - - Projectile
Startup Active Recovery Overall Advantage Invul
21 128 (max) 20 38 +9~+17 -

Vatista places her hands together before launching a ball of light that travels slowly forwards. Standard fireball.

  • 53f charge time
  • Generally used for either resetting pressure or as a way to more safely approach.
  • Sees some use in high-damage corner combos.
  • Changes projectile behaviour when cancelled with CS early, turning it into a bouncy ball.
[4]6B/2A+B~6X
Damage Guard Cancel Property Cost Attribute
1060 Mid -CS-, UNQ Wall Bounce near corner - Projectile
Startup Active Recovery Overall Advantage Invul
11 26 (max) 12 44 -5~+19 -
[4]6B/2A+B~6X
Damage Guard Cancel Property Cost Attribute
1060 Mid CS [whiff OK], UNQ Wall Bounce near corner - Projectile
Startup Active Recovery Overall Advantage Invul
11 26 (max) 12 44 -5~+19 -

Vatista flips backwards as she launches the ball of energy closer to the ground at a much higher speed.

  • 53f charge time
  • Can be cancelled into Leviosa.
  • Can be cancelled with Chain Shift very early as an excellent abare option or way to safely contest neutral.
  • 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.
  • Changes projectile behaviour when cancelled with CS early, turning it into a bouncy ball.
[4]6C/2A+B~6X
Lumen Stella Eclance
Damage Guard Cancel Property Cost Attribute
160, 124x9 Mid -CS- - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
38 49+ 31 67 +68~+75 1~3 Throw
[4]6C/2A+B~6X
Lumen Stella Eclance
Damage Guard Cancel Property Cost Attribute
160, 124x9 Mid CS [whiff OK] - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
38 49+ 31 67 +68~+75 1~3 Throw

After charging up for a long time, Vatista sends forth a gigantic orb of energy.

  • 53f charge time
  • Due to its odd trajectory, is generally considered less useful than the air version.
  • Very rarely used.
  • Unlike most EX projectile moves, the orb will disappear if Vatista is hit at any point whilst it is active.
  • Changes projectile behaviour when cancelled with CS early, turning it into a bouncy ball.
j.[4]6X
Lumen Stella (Air)
ルーメンステラ
jUNI Input Hold.png[4]UNI Input Then.png6X
UNI Vatista j.46A.png
A Version
UNI Vatista j.46B.png
B Version
UNI Vatista j.46C.png
EX Version
j[4]6A
Lumen Stella (Air)
Damage Guard Cancel Property Cost Attribute
819 Mid - - - 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.

  • 53f charge time
  • 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
Lumen Stella (Air)
Damage Guard Cancel Property Cost Attribute
819 Mid - - - 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.

  • 53f charge time
  • Generally used for retreating from the opponent and being a nuisance.
  • Unlike the ground version, does not wallbounce on hit.
j[4]6C
Lumen Stella Eclance (Air)
Damage Guard Cancel Property Cost Attribute
1258 Mid -CS- - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
36 - - 68 +68~+75 -
j[4]6C
Lumen Stella Eclance (Air)
Damage Guard Cancel Property Cost Attribute
1258 Mid CS [whiff OK] - 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
36 - - 68 +68~+75 -

Vatista hovers in the air, gathering energy into a huge orb before firing it forwards.

  • 53f charge time
  • 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.
  • Unlike most EX projectile moves, the orb will disappear if Vatista is hit at any point whilst it is active.
  • Changes projectile behaviour when cancelled with CS early, turning it into a bouncy ball.
[2]8X
Ruber Angelus
ルベルアンゲルス
UNI Input Hold.png[2]UNI Input Then.png8X
[2]8A/2A+B~8X
Ruber Angelus
Damage Guard Cancel Property Cost Attribute
620, 182x5 Mid EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
4 3, (3), 8 33 - -16 1~3 Throw, 1~11 Head

Vatista spreads her Crimson Wings and flash kicks to the skies.

  • 38f charge time
  • Extremely fast charge anti-air with large range.
  • Due to its fast startup and Throw invulnerability, it can be used as a high-risk Anti-Air option select with [2]8A~D.
  • Can be CS cancelled at any point, as well as EX cancelled on hit and block if you have the charge.
  • Inputting the move as [2]37A will cause it to autocorrect to opponents attempting to jump over you.
[2]8B/2A+B~8X
Ruber Angelus
Damage Guard Cancel Property Cost Attribute
620, 182x5, 281 Mid (CS) Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
4 3, (3), 8 44 - -26 1~4 Full, 5~17 Strike
[2]8B/2A+B~8X
Ruber Angelus
Damage Guard Cancel Property Cost Attribute
620, 182x5, 281 Mid CS [hit only] Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
4 3, (3), 8 44 - -26 1~4 Full, 5~17 Strike

Vatista flash kicks higher into the air, striking her enemy down to the ground afterwards on hit.

  • 53f charge time
  • Unlike the A version, is fully invulnerable, making it your primary reversal.
  • Is particularly scary with Chain Shift available, since you can CS cancel it on hit for very high damage.
  • Inputting the move as [2]37B will cause it to autocorrect to opponents attempting to jump over you.
[2]8C/2A+B~8X
Ruber Angelus Estis
Damage Guard Cancel Property Cost Attribute
195, 107x18 Mid (CS) Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
4 3, (3), 8, (16), 13, (7), 3, (3), 10 54 - -46 1~26 Full
[2]8C/2A+B~8X
Ruber Angelus Estis
Damage Guard Cancel Property Cost Attribute
195, 107x18 Mid CS [hit only] Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
4 3, (3), 8, (16), 13, (7), 3, (3), 10 54 - -46 1~26 Full

Vatista flings herself up and forwards as she flash kicks, somersaulting into a downwards drill, before a final flash kick once she reaches the ground.

  • 53f charge time
  • Has the largest horizontal and vertical range of the series, so can be used in situations where you don't think the B version will hit.
  • Sub-par metered combo ender for situations where you require corner carry or damage and cannot use EX Drill.
  • Generally sees very little use outside of the above mentioned.
[6]4X
Mico Ruseo
ミコルセオ
UNI Input Hold.png[6]UNI Input Then.png4X
UNI Vatista 64X.png
Ground and aerial A
UNI Vatista 64B.png
Ground B
UNI Vatista j.64B.png
Aerial B
UNI Vatista 64C.png
EX Version
[6]4A/2A+B~4X
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 5 25 43 -3 -
[6]4A/2A+B~4X
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, CS [whiff OK] Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 5 25 43 -3 -

Vatista points forwards, firing a beam of light across the entire screen.

  • 53f charge time
  • Powerful zoning tool to poke at the opponent with.
  • Can become more tricky to dashblock against when partitioned.
  • Often interchangeable staple in higher-damage combos with the B version.
  • Can be cancelled into the EX version on hit or whiff during Vorpal by inputting [6]4A64C.
  • Can be cancelled into the EX version before it hits outside of Vorpal by inputting [6]4A3C.
[6]4B/2A+B~4X
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
15 5 22 41 0 -
[6]4B/2A+B~4X
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, CS [whiff OK] Launch - Projectile
Startup Active Recovery Overall Advantage Invul
15 5 22 41 0 -

Vatista swings her other arm, firing the laser diagonally upwards to snipe opponents out of the air.

  • 53f charge time
  • Can be used to snipe air shenanigans or punish assaults when the charge is available.
  • Can be used to be 0 on block after 66C against Waldstein, Gordeau, Enkidu and Mika, since it will hit them even when crouch blocking.
  • Often interchangeable staple in higher-damage combos with the A version.
  • Can be cancelled into the EX version on hit or whiff during Vorpal by inputting [6]4B64C.
  • Can be cancelled into the EX version before it hits outside of Vorpal inputting [6]4B3C.
[6]4C/2A+B~4X
Lux Fortis
Damage Guard Cancel Property Cost Attribute
200, 148x9 Mid (CS) Launch 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
8 25 29 61 +7 -
[6]4C/2A+B~4X
Lux Fortis
Damage Guard Cancel Property Cost Attribute
200, 148x9 Mid CS [hit only] Launch 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
8 25 29 61 +7 -

Vatista blasts a huge laser across the screen at high speed.

  • 53f charge time
  • Metered pressure reset.
  • Occasional fullscreen punish option due to its fast startup.
j[6]4A
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 5 27 45 -5 -
j[6]4A
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, CS [whiff OK] Launch - Projectile
Startup Active Recovery Overall Advantage Invul
14 5 27 45 -5 -

Vatista hovers in the air as she shoots the laser forwards.

  • 53f charge time
  • Can be TK'd by doing [6]94A, which can be useful for sniping projectiles against certain characters.
  • Useful for air stalling for more air actions.
  • Can be cancelled into the EX version on hit or whiff during Vorpal by inputting j.[6]4A64C.
  • Can be cancelled into the EX version before it hits outside of Vorpal by inputting j.[6]4A3C.
j[6]4B
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, -CS- Launch - Projectile
Startup Active Recovery Overall Advantage Invul
17 5 42 63 -20 -
j[6]4B
Mico Ruseo
Damage Guard Cancel Property Cost Attribute
1250 Mid UNQ, CS [whiff OK] Launch - Projectile
Startup Active Recovery Overall Advantage Invul
17 5 42 63 -20 -

Hovering in midair, Vatista swings her arm, firing a laser diagonally downwards.

  • 53f charge time
  • Due to its long recovery and massive disadvantage on block, you should be wary about using this.
  • Can occasionally be used to call out an over-aggressive opponent by assaulting beforehand.
  • Can be cancelled into the EX version on hit or whiff during Vorpal by inputting j.[6]4B64C.
  • Can be cancelled into the EX version before it hits outside of Vorpal by inputting j.[6]4B3C.
j[6]4C
Lux Fortis
Damage Guard Cancel Property Cost Attribute
1450 Mid (CS) Launch 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
8 25 27 59 +11 -
j[6]4C
Lux Fortis
Damage Guard Cancel Property Cost Attribute
1450 Mid CS [hit only] Launch 100 EXS Projectile
Startup Active Recovery Overall Advantage Invul
8 25 27 59 +11 -

Similarly to the ground version, Vatista blasts a huge laser straight across the screen, hovering in the air as she does it.

  • 53f charge time
  • Can be TK'd by doing [6]94C, which isn't as useful as doing so with the A version.
  • Can be used to create a gapless 2C/falling B Drill mixup by doing j[FF] > [6]4C on block. This mixup is fuzzy blockable, but can catch unaware opponents.
  • Situational combo ender in the corner that can lead to certain setups.
j.[8]2X
Trāns Volāns
トラスウォーラス
jUNI Input Hold.png[8]UNI Input Then.png2X
UNI Vatista j.82X 1.png
Drill
UNI Vatista j.82X 2.png
B/C Version Kick
j[8]2A
Trāns Volāns
Damage Guard Cancel Property Cost Attribute
1154 Mid (CS) Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
7 ~3 After landing 18 ~ +2~+4 -
j[8]2A
Trāns Volāns
Damage Guard Cancel Property Cost Attribute
1154 Mid CS [hit only] Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
7 ~3 After landing 18 ~ +2~+4 -

Vatista turns, shaping her Crimson Wings together in a drill shape before twirling diagonally downwards at high speed.

  • 43f charge time
  • Extremely important move for combos - will be seen at least once in every combo that doesn't start with a combo bounce used.
  • Phenomenally good air-to-air if you have the charge, as the continuous hits lead to a lot of starting damage.
  • Can be used to knowledge check opponents due to its frame data on block.
j[8]2B
Trāns Volāns
Damage Guard Cancel Property Cost Attribute
1498 High, Mid (Kick) EX, CS after landing Wall Bounce - Strike, Dive
Startup Active Recovery Overall Advantage Invul
20~2 ~3 after landing (20) 6 22 ~ -11 -

Vatista hovers in the air slightly before starting her descent. After she reaches the ground, she pirouettes into a kick.

  • 43f charge time
  • The infamous B Drill. Primary tool for use in Vatista's high-low mixup game.
  • Performing B Drill as close to the ground as possible will reduce it to 15 frames of startup (20f including jump startup), allowing you to perform extremely fast overheads. You can set up for powerful 50/50 mixups by doing Assault j.C or 6[FF] > CS, and then doing either B Drill or delay 2C. In the case of 6[FF] > CS, the setup is gapless.
  • Performing B Drill whilst falling reduces the startup time according to your distance from the ground - the easiest way to do this is with j.[FF] > j.[6]4C. The fastest B Drill has been recorded to be when falling is 2 frames startup - although it's worth mentioning "Fastdrills" like these are less useful than regular B Drill setups, as they can be easily fuzzy blocked.
  • Utilising Partitioning can allow you to use B Drill in extremely ambiguous situations, and lead to more damage by using it to detonate Gems.
  • Due to the kick being Dive property, characters with Dive Invulnerable moves get a guaranteed punish if they block the drill and invuln through the kick.
j[8]2C
Trāns Volāns
Damage Guard Cancel Property Cost Attribute
1596 Mid (CS) Wall Bounce 100 EXS Strike, Dive
Startup Active Recovery Overall Advantage Invul
5 19, (12), 5, (28), 7 18 ~ -1 1~landing Full
j[8]2C
Trāns Volāns
Damage Guard Cancel Property Cost Attribute
1596 Mid CS [hit only] Wall Bounce 100 EXS Strike, Dive
Startup Active Recovery Overall Advantage Invul
5 19, (12), 5, (28), 7 18 ~ -1 1~landing Full

Vatista flies upwards before drilling down at incredible speed. Upon landing, she follows up with two leaping pirouette kicks, sending the opponent flying.

  • 43f charge time
  • Vatista's highest damage combo ender for 100 meter, thanks to its massive minimum damage.
  • Can be used as an air reversal if you have the charge.
  • Since there is a huge gap between the first and second kick, you cannot use it to make yourself -1 after committing to A Flashkick OS (as an example).
Release X
Si Deus Fragmentum
シデウスフラグメンツム
UNI Input Release.png]X[
UNI Vatista 5X.png
Set
UNI Vatista X Detonate.png
Detonate
5/2]X[
Si Deus Fragmentum
Damage Guard Cancel Property Cost Attribute
- - (CS) - - -
Startup Active Recovery Overall Advantage Invul
0 - 26 - Varies -
5/2]X[
Si Deus Fragmentum
Damage Guard Cancel Property Cost Attribute
- - CS [hit only] - - -
Startup Active Recovery Overall Advantage Invul
0 - 26 - Varies -

Vatista holds out her hand, releasing a floating prism of energy into the air.

  • 61f Negative Edge charge time
  • Vatista's setplay tool, generally referred to as 'Gems'. The entirety of her pressure and neutral hinges on using this move effectively.
  • Crouching will set the Gem lower to the ground (2Gem), whereas standing will set it higher into the air (5Gem).
  • Gems will remain active forever until either Vatista is hit or she detonates them with one of her moves.
  • For the frame data of normals cancelled into Gems on block, see the Rebeat table.
j]X[
Si Deus Fragmentum
Damage Guard Cancel Property Cost Attribute
- - (CS) - - -
Startup Active Recovery Overall Advantage Invul
0 - 32 - Varies -
j]X[
Si Deus Fragmentum
Damage Guard Cancel Property Cost Attribute
- - CS [hit only] - - -
Startup Active Recovery Overall Advantage Invul
0 - 32 - Varies -

Vatista floats upwards slightly as she holds out her hand, releasing a floating prism of energy into the air.

  • 61f Negative Edge charge time
  • Allows you to set Gems at varying heights from the air - Usually referred to as j.Gem.
  • Sees much less use in pressure, but is extremely useful for placing Gems at any point in the air during neutral.
Hit Fragment
Si Deus Fragmentum
Damage Guard Cancel Property Cost Attribute
1484 Mid - Launch - Projectile
Startup Active Recovery Overall Advantage Invul
2 19 - - Varies, +34 at base -

When Vatista strikes a set crystal, the prism shatters in a ring-shaped burst, creating a ripple of damaging energy.

  • What occurs when Vatista hits a Gem, and what makes them so scary. Any of her moves are capable of detonating Gems.
  • Best starter damage-wise.
  • Extremely advantageous on block, and can be used in an uncountable number of ways in both pressure and neutral.
  • Throwing an opponent whilst near a Gem will detonate it, but will not add any extra damage.
  • Even universal mechanics like Veil Off and Guard Thrust will detonate Gems. The former is used in high-resource combos, and the latter is extremely unlikely to occur since it requires Guard Thrust to whiff the opponent.
Release XXXX
Satelles Triangulum
サーテレス トリアングルム
UNI Input Release.png]X[
UNI Vatista Trianglum.png
]X[
Satelles Triangulum
Damage Guard Cancel Property Cost Attribute
920 - - Launch, Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
13 10 X
[9 on landing]
- - -

Vatista swings her arms down as she summons three crystals of energy for a gigantic explosion.

  • Combo ender/extender that builds a significant amount of meter.
  • Generally used to end combos where 2BBB would not give an advantageous knockdown.
2A+B~2C
Satelles Triangulum
Damage Guard Cancel Property Cost Attribute
1847 Mid, Air CS Launch, Knockdown 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
13 10 X
[9 on landing]
- +6 4~21 Throw

Dropping her barrier, Vatista unleashes the move for more hits.

  • Requires 100 Meter - if you attempt 2AB~2C without 100 Meter, you will set a Gem instead.
  • Due to it not being invulnerable and the costly startup, sees very little use outside of adding damage and retaining a good knockdown to otherwise mediocre combo routes - however, even this is not recommended due to all alternative options being superior.

Super Moves

Infinite Worth

Lateus Orbis
ラクテウスオルビス
41236D
UNI Vatista 41236D.png
The almighty-er T-Pose
41236D
Lateus Orbis
Damage Guard Cancel Property Cost Attribute
3066 Mid, Air - Launch 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
12 141 66 218 -33 1~147 Full

Vatista spreads her arms out as her Crimson Wings spin in front of her, before blasting six lasers across the entire screen at once.

  • Vatista's infinite worth. High damage fullscreen whiff-punish and combo ender.
  • Can be confirmed off a stray [6]4A at fullscreen for relatively amusing amounts of damage.

Infinite Worth EXS

Zahhishio
ザッハィシオ
A+B+C+D
UNI Vatista ABCD.png
A+B+C+D
Zahhishio
Damage Guard Cancel Property Cost Attribute
3775 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
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
Gap Table
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

UNIclr Vatista combo guide by Ayr
UNIclr Metered combos by Daniru
Throw Strategies With Gems by Foxof42
Dispensing Mids: Vatista Corner Pressure by Foxof42

External Links

Additional general character information:

Combo guides:

Additional resources:

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
Vatista-23.png
Foxof42
Twitter
Twitch
Youtube
United States
United States
Unknown
Vatista-8.png
Daniru
Twitter
Japan
Japan
Unknown
Vatista-7.png
Lolimaiko United States
United States
Unknown
Vatista-3.png
Nekomiko
Twitter
Youtube
Japan
Japan
Unknown
Vatista-14.png
Wako
Twitch
Japan
Japan
Unknown
Vatista-13.png
RAL
Twitter
Twitch
United States
United States
Unknown
Vatista-30.png
DrunkSuika
Twitter
Twitch
Canada
Canada
Unknown
Vatista-24.png
Flankroast
Twitter
United States
United States
Unknown
Vatista-14.png
WhiteBeast
Twitter
United States
United States
Unknown
Vatista-37.png
Str4ng3r
Twitter
Twitch
United States
United States
Unknown
Vatista-6.png
Ayr
Twitter
Twitch
United Kingdom
United Kingdom
Unknown
Vatista-27.png
Jaca
Twitter
Brazil
Brazil
Unknown
Vatista-6.png
Needle
Twitter
Japan
Japan
Unknown
Vatista-4.png
Roy
Twitter
Japan
Japan
Unknown
Vatista-1.png
Ken
Twitter
Canada
Canada
Unknown

Colors

Default Unlocks

001 Mars Black
002 Lion Falls
003 Murder Dolls
004 Aurora Blue
005 Aureolin
006 Classic White
007 Luminous Pink
008 Fallen Leaves
009 Chromium Green
010 Crimson Lake

Customization Unlocks (2000 IP Each)

011 Lila Colina
012 Azul Agua
013 Regalo Tierra
014 Freddo Aria
015 Grass Fairy
016 Donner Geist
017 Black Magic
018 Knospe Gardenie
019 Rain Stream
020 Flor Ciruela
021 Cassata Al Forno
022 Moonshine Blue
023 Vento Aureo
024 Angelic Gospel
025 Cyber Fairy
026 Blitzschlag
027 Mystic Doll
028 Antique Luxury
029 Modern Gloom
030 Fairy Tale

DLC Colors

031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


Vatista Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-19 by Crakestraw.

96% complete
Page Completed To-do Score

Overview

  • Gameplay summary, all moves and frame data added, as well as external links and videos.
  • Expand gap table.
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
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika