“
|
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
"I'm not mashing, it's called 'Fuzzy Abare'" "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
5BB
5BB
Mawaaaaru~ Mawaaaaru~
|
5B Normal
|
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
|
-
|
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.
|
5BB Command Normal
|
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
Attacku~ 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
|
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
2BB
2BB
"2BBB my footsies NICE" "2BBB my footsies NICE"
|
2B Normal
|
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
|
-
|
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.
|
2BB Command Normal
|
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
|
-
|
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.
|
2BBB Yo-yo Command Normal
|
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
|
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
|
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
|
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
Kurukuru~ 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
Flip-flop~ Flip-flop~
|
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.
|
|
2AB
The almighty T-Pose The almighty T-Pose
|
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
Dooooon~! 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
Guruguruguru~ 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
Stand Stand Crouch Crouch Air Air
|
B+C
|
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
|
-
|
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] Increase
|
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
|
-
|
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 Crouch
|
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
|
-
|
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.
|
j.B+C Air
|
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)
|
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] Air Increase
|
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)
|
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
|
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
|
214D Normal
|
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 [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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
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 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 [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.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
|
-
|
-
|
-
|
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
|
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 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 [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.
|
|
28X
|
[2]8A
|
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
|
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 EX Ruber Angelus Estis EX ルベルアンゲルス エスティス
|
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.
|
|
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
|
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
|
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 EX Lux Fortis EX ルクスフォーティス
|
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
|
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
|
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 EX Lux Fortis EX ルクスフォーティス
|
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.82X
Drill Drill B/C Version Kick B/C Version Kick
|
j.[8]2A
|
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
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1596 [Min: 925]
|
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
Set Set Detonate Detonate
|
5/2]X[ Stand/Crouch Set
|
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[ Air Set
|
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 Explosion
|
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
|
]X[ Normal
|
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 EX Satelles Triangulum
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1847 [Min: 245]
|
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
The almighty-er T-Pose The almighty-er T-Pose
|
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
|
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:
Notable Players
Players listed here are either top-level/high-level players of the character who provide excellent reference footage, or high to mid level players actively playing the game and outputting reference footage across a variety of playstyles as a result. 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 Twitter Twitch Youtube
|
 United States
|
Unknown
|
Widely considered the strongest NA Vatista player, highly technical player, and the first Vatista to take a major since the release of UNIst
|
|
Daniru Twitter
|
 Japan
|
Unknown
|
Strongest Vatista player in JP, patient traditional playstyle
- Hitbox/Arcade Stick player
|
|
Lolimaiko
|
 United States
|
Unknown
|
Generally defensive and reactive player with patient offence. Placed 9th at EVO 2019. (Most footage is from UNIst)
|
|
Nekomiko Twitter Youtube
|
 Japan
|
Unknown
|
Long-time JP Vatista player with powerful/explosive offense (Most footage is from UNIst)
- [WARNING: WILD BOYE]
- Arcade stick player
|
|
Wako Twitch
|
 Japan
|
Unknown
|
Veteran Vatista player from early UNI, - effective but unorthodox playstyle, heavy on high/low mixups (Most footage is from UNIst/UNIel)
- [WARNING: WILD BOYE]
- Arcade stick player
|
|
RAL Twitter Twitch
|
 United States
|
Unknown
|
Strong player with good execution with experience in and footage against NA and JP
- Hitbox/Arcade Stick player
|
|
DrunkSuika Twitter Twitch
|
 Canada
|
Unknown
|
Long-standing Vatista player and well known member of the community, unpredictable playstyle with strong fundamentals
Goblin (Purple blooming rhododendron Oni)
- [WARNING: WILD BOYE]
- Arcade stick/hitbox player
|
|
Flankroast Twitter
|
 United States
|
Unknown
|
Active midwest Vatista with excellent execution, focuses on traditional UNI strike/throw offense over mixups
|
|
WhiteBeast Twitter
|
 United States
|
Unknown
|
Midwest Vatista player, zoning-heavy playstyle (Most footage is from UNIst)
|
|
Str4ng3r Twitter Twitch
|
 United States
|
Unknown
|
Active and improving east coast Vatista player, heavily high-low mixup-oriented playstyle
|
|
Ayr Twitter Twitch
|
 United Kingdom
|
Unknown
|
Active european Vatista player, aggressive strike/throw focused gameplan
- [WARNING: WILD BOYE]
- Xbox One controller player
|
|
Jaca Twitter
|
 Brazil
|
Unknown
|
|
|
June Twitter
|
 United States
|
Unknown
|
Currently very active and steadily improving east coast Vatista player with a variety of UNIclr footage
|
|
Roy Twitter
|
 Japan
|
Unknown
|
|
|
Needle Twitter
|
 Japan
|
Unknown
|
|
|
Ken Twitter
|
 Canada
|
Unknown
|
|
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
DLC Colors
Vatista Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2022-12-16 by Ayr.
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
|