 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Vatista's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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.
“
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Neither one of us is a human...
Thus, I will perform your last rites, and proceed.
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”
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Gameplay
Vatista has tools to be a threat at any range of the screen and many more options to dominate mid range space. She can play aggressively or turtle up, but for best results, vary it up between the two. Be annoying. Force your opponents to take risks and punish them for overextending.
- Close range: High/low oki with her Crystals and Overhead Drill ([8]2B)
- Mid range: 2B(B), 5C, 2C, Dash C, jC, 2FF, Crystal space control.
- Far range: Fireballs [4]6x and Lazers (14f full screen hitbox)
Pester your opponent and make space with jump back B Fireball, or use the slow fireball to delay your opponent's advance and set up a Crystal mine field. Opponents must approach cautiously as getting tagged by an errant explosion is easily hit confirmable for 3k+ damage. Mid range normals can also be used to push opponents out to set up more crystals. If they become passive, you can sit behind your Crystal fortress and concentrate for GRD; otherwise a slow fireball will let you set up a crystal for a high/low mixup, using the explosion to obscure your attack. The same applies for oki.
From Lolimaiko's Vatista Primer
Strengths |
Weaknesses
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- Cannot be Counter Hit.
- Very high/unlimited skill cap due to charge management and partitioning tricks.
- High average damage combos.
- Versatile at all ranges.
- Excellent space control due to normals and specials.
- Difficult-to-see high lows.
- 4f meterless invincible Flashkick.
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- High initial learning curve: Awkward charge directions, must utilitze crystals for high damage combos.
- Outside of oki, close range pressure is weak (poor rebeat pressure, slow normals, below average stagger windows)
- Poor mobility.
- Has problems vs more aggressive mid range characters (Hilda, Merkava, Phonon, Yuzuriha) due to above statements.
- Traditional active zoning (i.e. Guile Sonic Boom), while viable, has problems in mid/high level play due to dash blocking and shielding projectiles for GRD.
- No command normals.
- Poor flexibility in attack strings. Charge directions and crystals force you to commit.
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
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Jump Duration
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1100
|
-800
|
4
|
42
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Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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4
|
2800
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0
|
2800
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Note: Dash distance is 53050
Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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4
|
27
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-45360
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1~8 Full 9~10 Throw
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Unique Trait
- Cannot be counterhit.
- Can set fragments on the field that explode when hit by Vatista.
- Can float in the air momentarily with Leviosa.
Vorpal Trait
- Can cancel laser into EX laser without charge.
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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Guard
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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
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Cancel
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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
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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160
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H,L
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N,SP,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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12
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20
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-3
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-
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A quick wing swipe. Has very good range and startup for a 5A. Useful for rebeats and converting into air combos.
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5B
5B
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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422
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H,L
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N,SP,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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9
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18
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38
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-2
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-
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Vatista spins two of wings in a circle. Hits twice. Mostly a combo tool.
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5BB Follow-up
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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415
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H,L
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(N),SP,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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3
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6
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25
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33
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-8
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-
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Follow-up after 5B, even on whiff. Vatista continues to spin her wings and releases a tiny shockwave. Will hit twice. The shockwave can be used to activate gems right out of 5B range, especially standing gems. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.
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5C
5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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H,L
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N,SP,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
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5
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22
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38
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-11
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-
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Long reach stab with all of Vatista's wings. It can be used for combos and pressure, but is most threatening when used to activate gems in neutral from a great distance. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.
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Crouching Normals
2A
2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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140
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H,L
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N,SP,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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12
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20
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-3
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-
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Crouching wing swipe similar to 5A.
- Useful for rebeats.
- Cannot be used to detonate gems.
- A buffed stagger window in CLR allows 2A to frame trap into itself with tight timing.
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2B
2B
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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399
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H,L
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N,SP,EX,CS
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-
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-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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9
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29
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47
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-13
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-
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Crouching version of 5B. Can be used as a risky, back-up anti-air if [2]8X charge isn't available.
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2BB Follow-up
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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418
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H,L
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SP,EX,CS,?
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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3
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6
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25
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33
|
-8
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-
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Crouching version of 5BB. This version will cause a wallbounce if close enough to a wall. Unlike 5BB, it does not have the range to active standing gems.
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|
2C
2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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621
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L
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N,SP,EX,CS
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-
|
-
|
Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
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13
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24
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46
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-16~-6
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-
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Vatista slides 4 wings in a wheel far along the ground sweeping the opponent. Very good way to start combos, especially when followed by 5C. One of Vatista's few lows. Vatista is not affect by hitstop during this move. Cannot be used to detonate gems.
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Air Normals
j.A
j.A
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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140
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H,AS
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N,SP,EX,CS
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-
|
-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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3
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21 [2 on landing]
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29
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Varies
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-
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A jumping kick. Mostly used as a combo tool or air-to-air.
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j.B
j.B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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410
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H,AS
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N,SP,EX,CS
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-
|
-
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-
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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11
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6
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18 [3 on landing]
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34
|
Varies
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-
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Vatista slashes her wings forward. Has a large hitbox and hits overhead, making it a good air-to-ground tool.
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j.C
j.C Guruguru~
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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170x3(478 3-hit)
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H,L,AS
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N,SP,EX,CS
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-
|
-
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Head
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
12
|
10
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8 [4 on landing]
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29
|
Varies
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-
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Vatista spins with her wings extended around her. Very large horizontal hitbox that can even hit behind her. Can be blocked in either direction, so it does not work as a cross-up. Useful as a jump-in as it's usually still plus, even if shielded. If it isn't shielded, it's good for hiding an [8]2 charge for B Drill.
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Command Normals
Leviosa
Leviosa レヴィオーサ j.A+B
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Damage
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Guard
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Cancel
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Property
|
Cost
|
Attribute
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-
|
-
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N,SP,EX,CS
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-
|
-
|
-
|
Startup
|
Active
|
Recovery
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Overall
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Advantage
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Invul
|
-
|
-
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-
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32
|
-
|
-
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Vatista hops backward and floats in the air briefly. Gives her some tricky movement options, as well as the ability to hold a charge in the air without moving.
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Dash Moves
66B
66B
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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650
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H,L
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SP,EX,CS
|
-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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10
|
2
|
12
|
23
|
-2
|
-
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A spinning kick with deceptively few active frames. Has a solid vertical hitbox, so it can be used as a risky, back-up anti-air if [2]8X charge isn't available. On grounded counter hit, the opponent goes into a tumble state.
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66C
66C Guruguru~
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Damage
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Guard
|
Cancel
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Property
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Cost
|
Attribute
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190,148x5 (930 6-hit)
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H,L
|
SP,EX,CS
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-
|
-
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Strike
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Startup
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Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
18
|
20
|
49
|
-5
|
-
|
Vatista charges forward while spinning her wings and can pass through the opponent. Will only hit all 6 hits if spaced correctly. It can be cancelled into FF~4 on block to make it safe or FF/[4]6A on crossup for a combo.
|
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Universal Mechanics
Force Function
Armabellum アルマ ベルム B+C Stand Stand Crouch Crouch Air Air
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B+C 3-Hits
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
845
|
H,L
|
SP,{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3(3)2(5)6
|
14
|
42
|
-4
|
-
|
[B+C] 5-Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1365
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
5(13)16
|
17
|
60
|
-6
|
-
|
[B+C]8 Float 10-Hits
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1545
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
5(10)14(2)4
|
[14 on landing]
|
68
|
-x~-24
|
-
|
2B+C Crouching 2-Hits
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
787
|
L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
17
|
18
|
46
|
-3
|
-
|
jB+C Air 4-Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
499
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
6(2)4
|
18 [9 on landing]
|
51
|
-x~-12
|
-
|
j[B+C] Air 11-Hits
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1290
|
H,L
|
{EX},{CS}
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
16(5)14(2)4
|
18 [14 on landing]
|
97
|
~x~-24
|
Destroys 1 Projectile per hitbox during Standing and Air active frames
|
Vatista fires short energy beams from her fingertips.
- Can be cancelled into from any normal.
- During the standing and air versions, she can move in any direction and can cancel out projectiles.
- Standing increase version can start floating if up is held.
- While in the air on hit, it drags the opponent with her on.
- Crouching version hits low.
|
|
Throw
Throw A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1580
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+37(hit)
|
-
|
Launches the opponent to the wall.
|
|
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.
|
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.
|
|
Special Moves
Stella Lumen
Stella Lumen ルーメンステラ [4]6X A Version A Version B Version B Version EX C Version EX C Version
|
[4]6A Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
128(max)
|
-
|
39
|
+8~+x
|
-
|
Fires a slow moving projectile. It's slow enough to be followed into battle, making it an effective approach tool. Disappears if Vatista is hit.
|
[4]6B Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
19
|
26(max)
|
-
|
51
|
-6~+x
|
-
|
Fires a much faster moving projectile that pushes Vatista back on the ground. Not as effective as [6]4A laser, but it's nice to have the option when you have a [4] charge. Disappears if Vatista is hit. Vatista's hitbox isn't actually crouching during startup.
|
[4]6X EX Multi-hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1258 (1236 on CS)
|
H,L,A
|
{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
38
|
44
|
-
|
67
|
+68~+x
|
-
|
A very large and very slow, multi-hitting projectile takes time to release. Travels slowly forward up and down. Can reverse a neutral situation if you get it out safely and follow it into battle, but it disappears if Vatista is hit. Has no hitbox until released. Can be released earlier by cancelling the startup with chainshift, but loses some damage and instead bounces along the ground.
|
|
Stella Lumen (Air)
Stella Lumen (Air) ルーメンステラ j.[4]6X A Version A Version B Version B Version EX C Version EX C Version
|
j.[4]6A Slow
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
128(max)
|
29 [0 on landing]
|
42
|
-3
|
-
|
Similar to the grounded version projectile, but Vatista floats backward after use. The projectile travels diagonally towards the ground then travels horizontally.
|
j.[4]6B Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
819
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
37(max)
|
29 [0 on landing]
|
42
|
-3
|
-
|
Similar to the A version, but much faster.
|
j.[4]6C EX Multi-hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1258 (1236 on CS)
|
H,L,A
|
{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
36
|
-
|
23
|
59
|
+75~+x
|
-
|
The same as the grounded version, but in the air.
|
|
Luvel Angelus
Luvel Angelus ルベルアンゲルス [2]8X A/B Version A/B Version EX C Version EX C Version
|
[2]8A Rising
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620,182x5 (1530 all-hits)
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
3(3)8
|
33
|
50
|
-16
|
Completely invincible frames 1~4, Strike invincible frames 5~17
|
A rising attack with all of Vatista's wings. Effective reversal when you have [2] charge. Will whiff opponents directly above Vatista.
|
[2]8B Spike
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620,182x5,281 (1811 all-hits)
|
H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
3(3)8
|
44
|
61
|
-26
|
Completely invincible frames 1~4, Strike invincible frames 5~17
|
Similar to the A version, but covers more area diagonal distance. On hit, will end by spiking the opponent to the ground and Vatista can perform aerial actions afterward.
|
[2]8C EX Multi-part
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
195,107x18 (2014 18-hit, 2121 19-hit)
|
H,L/H,L,A/H,L
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
3(3)8(16)13(7)3(3)10
|
54
|
123
|
-46
|
Completely invincible frames 1~46, Strike invincible frames 47~53, Completely invincible frames 54~109
|
Starts like the other versions, but then performs her drilling attack, and then another rising attack. Covers an even larger intial area.
|
|
Mikoruseo
Mikoruseo ミコルセオ [6]4X Ground Ground Air Air EX C Version EX C Version
|
[6]4A Horizontal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1250
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
5
|
25
|
43
|
-3
|
-
|
j.[6]4A Aerial
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1250
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
5
|
27 [0 on landing]
|
45
|
-x~-5
|
-
|
A fast, horizontal laser that instantly reaches full screen. It can be good to use while walking forward behind a Lumen Stella. Stops Vatista's movement when used in the air and even allows her an air action after its use.
|
[6]4B Angled
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1250
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
22
|
41
|
±0
|
-
|
j.[6]4B Aerial
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1250
|
H,L,A
|
{EX},{CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
5
|
42 [0 on landing]
|
63
|
-x~-20
|
-
|
Similar to the A version, but this hits at an upward 30° angle for the grounded version. Air version hits at a downward 30° angle.
|
[6]4C EX Multi-hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
200,148x9(1532 all-hits)
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
25
|
29
|
61
|
+7
|
Throw invincible frames 1~3
|
j.[6]4C Aerial
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1450
|
H,L,A
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
25
|
27 [0 on landing]
|
59
|
-x~+11
|
-
|
A slightly stronger horizontal laser. Plus on block, so it has some use to make specials safe. Mostly used for VO combos or punishing projectiles fullscreen. While in Vorpal, the A and B versions can be cancelled into this version without charging. After the aerial version, Vatista can perform additional air actions afterward.
|
|
Transvoranse
Transvoranse トラスウォーラス j.[8]2X Drill Drill B/C Version Kick B/C Version Kick
|
j.[8]2A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
300,246x4 (1284 5 hits)
|
H,L,A
|
(CS)
|
-
|
-
|
Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
until land+3
|
18
|
22
|
+2
|
-
|
A diving drill attack. This version is mostly a combo tool, but it can be used for sudden, unexpected dives if you have the charge. Notably +2 on block. Cannot be EX cancelled, can be CS'd on hit.
|
j.[8]2B Overhead
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
350,287x4 (1498 5-hits)
|
H/H,L
|
{EX},{CS}
|
-
|
-
|
Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
until land+3(20)6
|
22
|
51
|
-7
|
-
|
Has much slower startup, but it hits overhead. If you're able to hide the charge in another jump or move, you can use it as an instant overhead. You can do a high-low mixup between j.C > [8]2B and j.C > 2C. Ends in a kick that launches the enemy toward the wall and can then combo afterwards.
|
j.[8]2C EX Multi-part
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
245,193x11 (2368 12-hits)
|
H,L,A
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
19(12)5(28)7
|
18
|
Varies
|
-1
|
Completely invincible frames 1~3, Strike invincible frames 4~until land
|
A super drill that does more hits the higher Vatista is on the screen - it works well with her force function as a combo ender. Fully invulnerable until the ground. Ends on the ground with Vatista kicking twice. The first kick is unsafe on block, so interrupting before the final kick is necessary in order to punish.
|
|
Deus Fragmentum
Deus Fragmentum シデウスフラグメンツム ]X[ Stand Set Stand Set Crouch Set Crouch Set Air Set Air Set Detonate Detonate
|
5/2]X[ Ground Set
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
26
|
-
|
-
|
j.]X[ Air Set
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[0 on landing]
|
32
|
-
|
-
|
Attack Fragment Detonate
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1484 6-hits
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
4,4,4,4,(3),3,3
|
-
|
-
|
-
|
-
|
Vatista sets a gem in front of her. Often notated by the community as "5gem" for standing set, "2gem" for crouching set, and "j.gem" for aerial set.
- When any of Vatista's hitboxes connect with a gem, they will detonate.
- Each version sets the gem at a different angle.
- Only 1 gem can be set per button for a max of 3 on screen. Using the same button again will replace the gem that was placed with that button.
- Only 6 gems can be used at during a block/combo string. On attempting a 7th usage, The gem will come out, but immediately disappear.
- All gems disappear if Vatista is hit or grabbed (even if she techs).
- An absolutely essential tool for both her pressure and high damage combos as well.
- Any normal can be cancelled into a gem set on release, but it will leave Vatista at frame disadvantage.
- 61F charge.
|
|
Satelus Trianglum
Satelus Trianglum サーテレス トリアングルム ]X[ after using 3 gems in a combo
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
920
|
H,L,A
|
{EX}, {CS}
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
10
|
[9 on landing]
|
70
|
-
|
-
|
Vatista creates a small explosion around her.
- Can only be used after detonating 3 gems previously in the same combo.
|
|
Super Moves
Infinite Worth
Lateus Orbis ラクテウスオルビス 41236D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
234,92x27,224 (3066 all-hits)
|
H,L,A
|
-
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
141
|
66
|
218
|
-33
|
Completely invincible frames 1~147
|
Vatista fires a long-lasting, giant beam.
- Since it's not a charge move, you can use it at any time to punish any whiff from anywhere on the screen if you want to spend 200%.
|
|
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.
|
|
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Default Unlocks
Customization Unlocks (2000 IP Each)
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