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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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 ]X[ During the 3rd Gem Explosion in a combo OR 2A+B~2C
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.
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.