Under Night In-Birth/UNICLR/Vatista/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is inputting by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

This section includes some basic combos to get you started with Vatista. If you're looking for a comprehensive list of available optimised combos, alongside thorough explanations of their use and how to perform them, check out the UNIclr Vatista Combo Guide 2020+.


  • jX = Jump move
  • dl. = Delay
  • w = Whiff
  • Microdash = A dash shortened by performing a move quickly afterwards.
  • CS = Chain Shift
  • VO/CVO = Refers to Veil Off and Cross-Cast Veil Off respectively.
  • FF = Force Function
  • [X] = Hold X
  • ]X[ = Release X
  • Gem = Vatista's negative edge special, Si Deus Fragmentum.
  • Detonate = Refers to detonating a Gem during a combo using an attack.

Starter Combos

Basic bread-and-butter combos to get you started playing Vatista.

5A/2A Starter - BnB

Combo Damage Cost Meter Gain Location
  • An excellent high-proration starter combo for Vatista, and may as well be a replacement for her 4-1 Veteran Mission Mode combo, which was once the recommendation for new Vatista players. This is your best best for a bread-and-butter combo in UNIclr, and can be done off any starter that doesn't use one of your bounces or start with Si Deus Fragmentum.
  • It's worth noting that you do not have to hold the exact buttons notated - some players prefer to hold [8]2[A] instead of j[B] for example. Use what you are most comfortable with!
  • Video example: Youtube.

Gem detonation starter - BnB

Combo Damage Cost Meter Gain Location
  • Regular bread and butter combo off a Gem explosion. You should be able to land this off basically any starter that detonates a single Gem with no issues.

B Drill Overhead starter

Combo Damage Cost Meter Gain Location
  • The bread and butter combo off of Vatista’s instant overhead, the infamous B Drill. It’s not a whole lot of damage, but it has decent corner carry and still gives gem oki.


Generally, Vatista's combos will utilise an air juggle using gem detonations, so learning the negative edge element of this character is imperative to getting any decent damage.

To simplify most combo routes into a sort of generic flowchart, it generally follows something like:

  • Launcher (i.e. 2C, 5C)
  • Aerial combo that starts your first button hold (usually involves jB and A Drill)
  • OTG into Gem detonate (i.e. 2C > 2]X[Gem)
  • Juggle with further Gem detonations (i.e. 5B Detonate > 5]X[Gem Detonate)
  • Ender (i.e. 2BBB > 2]X[Gem)

There are of course exceptions depending on starters, but for the most part Vatista’s combo decision making is fairly easy once you have your routes down.

A good way to practice getting the theory down for Vatista's combos is to try her Mission Mode 4-1 trial. Whilst the initial combo is outdated both damage and ender-wise, the muscle memory you will gain from being able to perform it consistently will transfer to almost all of her other combos.


How do I do charge moves?

It's much easier than it looks - each of Vatista's specials have a charge time. To perform them, hold the first direction for a bit less than a second, and then press the button followed by the input. For example:

How do I get the charge for A Drill in combos?

A common problem a lot of newer players have is not being able or knowing how to do A Drill at the early part of the combo. Since you need the 43 frames of up charge for A Drill, you should hold up as early as possible during 5B, and continue to hold up during jB. If you’re still having trouble, try adding jA before jB to give you extra charge time.

How do I pick up with 2A after 2C > 2Gem set?

2AA starter may make this a little trickier, but there’s a significant amount of time for you to cancel 2C into Gem set and still pick up with the 2A link afterwards. Try not to delay the cancel into Gem set too long.

The opponent keeps falling out of my combo before my 2BBB connects after B Laser?

If you find your 2BBB is whiffing, you either need to input it faster, or delay the B Laser a tiny bit after the 2C to get a more consistent height. See if you can figure out which it is, and adjust accordingly.

How do I get 66C to connect after B Drill?

It's quite a tricky link, but Under Night has a very lenient buffer system. Start buffering 66C towards the end of Vatista's B Drill animation as she finishes her pirouette and you should be golden.


Combo Cost Location

Standard ender for almost every optimal meterless combo. If you can get this, you should use it.

Alternative ender for many combos that requires a change in routing. Particularly useful from 2BBB starter, or for setting up the 5Aw Detonate loop in the corner. If you're not using 2BBB/2BBB > 2C or spending meter, you should be using this as a combo ender.

Meter dump ender for massive additional damage thanks to the minimum damage from [8]2C.

Additional damage ender with an alternative knockdown that can be useful in the corner. Mostly for an easy way to set up pressure, rather than huge additional damage gain.

An ender that cuts off using X Laser detonate for a Gem explosion juggle into EX Satelles. Gives you a highly advantageous knockdown and adds some additional damage on top of it.

CVO ender. Relatively poor resource-to-damage ratio, so try to only use it to close out a round and ensure you win.


A Starter Alternatives

A couple of other routes that could be found useful from an A starter.

Satelles Triangulum route

Combo Damage Cost Meter Gain Location

Given that the air combo should keep proration manageable, it should be reasonable to detonate the first gem with 2B as normal instead of 5A, but ensuring you don’t use 2B instead of 5B to detonate the second gem avoids SMP (Same Move Proration), and guarantees your hard knockdown and good damage.

Side swap route

Combo Damage Cost Meter Gain Location

A nice side switch combo that ends the opponent in the corner at the perfect distance to start the 5A Det Set Gem corner pressure loop, or any other form of pressure you wish to run.

Assault Starters

Combo Damage Cost Meter Gain Location

jB isn't the best proration-wise, so just dial in your bnb.

Not much to say about assault jC starter, dial in your bnb as usual. Going for a Satelles route here is not recommended due to assault proration.

Anti-Air Starters

Combo Damage Cost Meter Gain Location

A Flashkick is your primary anti air, and this is your go-to confirm with Vorpal. The combo is fairly tricky at first, but this double laser routing is common in many of Vatista's higher damage routes.

Alternative confirm for A Flashkick without vorpal but with meter. To make sure you connect the [8]2C on time, be sure to keep holding up as you A Flashkick and retain your charge.

Other Common Starters

Air-to-air jA starter

Combo Damage Cost Meter Gain Location

Holding up during your jA will give you the charge needed for A Drill, and if you don’t happen to do that you can always use the rejump route similarly to B Drill starter to at least keep the combo and get damage and oki.

66C starter

Combo Damage Cost Meter Gain Location

Very decent damage combo off 66C with proper damage ender and oki. Uses some B Laser routing, which is also common in more optimal combos.

B Flashkick starter

Combo Damage Cost Meter Gain Location

Vatista gets a hefty chunk of damage off her fully invuln B Flashkick if she has vorpal. jA > jC > rejump jB is optimal to convert off B Flashkick - dl.assault jC > rejump jA > jB does NOT deal more damage, so ignore anything you see that says otherwise (including the mission mode combo) - this is the combo to use.


UNIclr Vatista combo guide by Ayr
UNIclr Metered combos by Daniru

External Links

Combo guides:

Vatista Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2022-10-07 by Doot eternal.

96% complete
Page Completed To-do Score


  • Gameplay summary, all moves and frame data added, as well as external links and videos.
  • Expand gap table.
  • Entire main strategy section filled out, links and videos added and referenced.
  • Add details to matchup section.
  • Bread-and-butter as well as common starters added, alongside some alternative routes
  • Combo theory explained, FaQ filled out
Patch Notes