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As she is no longer a charge input character, Vatista is now less of a zoner and more as a balanced fighter that can function well in most ranges. Her specials are projectiles that offer options for a multitude of situations, allowing her to cover herself with a slow projectile orb or punish opponents with a instant beam. Projectiles are not the only thing that Vatista excels at, as her normals have a excellent balance of speed, range, and ease of use due to their multi hitting nature, while also having the unique traits UNIB characters have of being able to reverse beat their normals, giving her more pressure options. She does, however, struggle to convert much damage off her combos with or without assists, requiring smart meter usage to deal any significant amounts.
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Health |
17,000 |
Prejump |
4F |
Backdash |
27F (1~7F Inv All) |
Fastest Attack |
5A (8F) 2A (8F) |
Reversals |
A+D (12F) 214B+C (9F) |
Vatista is a balanced fighter that can switch between rushdown and zoning with ease.
- Relatively fast normals with long range and strong zoning tools give Vatista a good neutral game.
- Immune to being counterhit, which makes punishing Vatista notably more difficult than it should be.
- Great assists with strong versatility that have very minor flaws.
- Reverse Beat allows Vatista to keep her pressure safe.
- Functions well on both point and anchor positions.
- Strong DP.
- She does not have many mix-up options other than her tk.j.C and tick throws.
- Outside of her DP, Vatista lacks a reliable anti-air.
- Notoriously low combo damage. With how limited her combos tend to be, dishing out high damage is usually an issue for Vatista.
- Most of her special moves are unsafe on block up close.
- R.I.P EX Ball. :(
Vatista's FLS has one very simple effect: it prevents her from being counter hit. This means that counter hit only routes don't work on her and helps her recovery from trades faster, possibly allowing her to convert the trade into a full combo.
Note that in training mode, the force counter hit function will override her FLS.
Normal Moves
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1000 | All | 8 | 3 | 15 | -4 | B | |
5AA | 600×3 | All | 11 | 2(2)2(2)2 | 25 | -10 | B | |
5AAA | 1700 | All | 14 | 5 | 22 | -8 | B | |
5AAAA | 800×5 | All | 10 | 3(3)2(15)2(2)3(2)7 | 24 | -12 | B |
- Her furthest reaching fastest normal
5A hits at a decently far range, allowing you to pressure opponents without putting you too close. Slower startup means 5A will not out jab most opponents, however.
Can jump cancel on hit and block.
- Hit 3 times
5AA is quite good vertical and horizontal range, 5AA will almost always follow up a opponent who was hit in the air or max distance with 5A
- Even more horizontal reach
Can jump cancel on hit.
As with the previous attacks 5AAA will almost always hit a opponent as long as the previous strings hit, but will whiff airborne opponents.
5B will miss if you use it to follow up a max range 5AAA, however.
- Can not cancel.
2C will hit even at max distance and would be a better follow up than 5AAAA.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 2 | 100 | 75 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 | 100 | 85×5 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 13 | 2 | 20 | -5 | B | |
5BB | 350×6 | All | 14 | 3×6 | 23 | -7 | B |
- Moves Vatista forward
Great horizontal range and fairly good vertical range makes 5B your go to poke.
Can serve as an antiair.
- Moves Vatista further forward
5BB hits 5 times, giving you ample time to hit confirm or call an assist.
Can whiff if 5B hits a airborne opponent too high.
Be sure to cancel into something if reject guarded, as its long active frames makes 5BB easy to punish.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 80 |
5BB | 4 | 100 | 85 |
5B:
5BB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | H |
- UNIB style assault overhead
Though j.C is a faster overhead, 5C has the advantage of having excellent range for a Clash Assault and can avoid some low attacks. This and 2C allows you to pressure with a pretty safe high low mixup from quite far away.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 8 | 3 | 15 | -4 | F |
- Fast, self-cancellable low.
- Jump cancellable on hit or block
Slightly less range than 5A, but hits low.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
650×3 | All | 10 | 2(2)2(2)2 | 25 | -10 | B |
- Hits 3 times
Your go to for converting into a air combo and combo filler. Also works as an antiair as it can low profile some air normals.
Level | P1 | P2 |
---|---|---|
3 | 100 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1100×2 | Low | 14 | 2(7)2 | 29 | -12 | F |
- Very long range for a sweep.
- Hits twice
- Both hits special cancelable
Great low poke due to its range and special cancelable proprieties.
Cancel into 5B or 2B if hit close enough, into a special if hit farther. Reverse beat into something safer or an orb if blocked, as it is quite disadvantaged on block.
Level | P1 | P2 |
---|---|---|
4 | 90 | 75 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 9 | 6 | 18 | H | ||
j.AA | 1500 | High | 7 | 4 | 24 | H |
- Does hit high.
Far reaching air normal good for both jump ins and air to air. Hits more reliably off a IAD than j.B
- Standard air followup
Use j.AA if you hit your opponent into a position in the air that may cause issues with j.B.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
500×5 | All | 13 | 2×5 | 6 | H |
- NOT an overhead.
Hits 5 times, long active frames, having a big hitbox behind her makes j.B a great way to cross up your opponent.
Off j.B you can attempt a cross up j.B by double jumping to the other side, cancel into j.C for a overhead, or land and attempt a low to open up your opponent. Keep in mind the aerial options have gaps and are susceptible to DP and antiairs as a result.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.C | 750×N | High | 18 | 2×N | 20L | -5 | H | |
j.[C] | 1500 | All | 17 | 6 | 20 | -12 | B |
- Hold C for a follow-up once she hits the ground.
- If the first hit crossed up, she will still turn around to land the second one.
- j.[C] Considered part of j.C, no additional proration added
j.[C] allows her to combo into a 5A in the corner, or more easily, into an assist. However, it makes the move less safe on block, as they can just hit you in between the normal j.C hit and the grounded hit.
Can miss depending on the how high Vatista is versus her opponent when j.C lands.
Version | Level | P1 | P2 |
---|---|---|---|
j.C | 3 | 80 | 70 |
j.[C] | 3 | 80 | 70 |
j.C:
j.[C]:
- Considered part of j.C, no additional damage scaling applied
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7-30 | 3 | 23 | T |
- Wall bounces from anywhere.
Be sure to incorporate grabs into your pressure, as some of Vatista's mixup options can be reacted on if it becomes too predictable.
Using orbs is a good way to pressure your opponent into getting thrown.
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
Ruber Angelus
5A+D
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 800×5 | Air Unblockable | 12 | 2,1,1,1,3 | 22+26L | -32 | B | 1~19 All |
AD > X | 1300 | All | 13 | 5 | Until L+14L | H |
- -36 against crouching, -32 against standing
- Accepts inputs for followup from frames 12~28; can perform followup between frames 26~28
Vatista's best antiair, its grounded range is alright at best, but has great horizontal and vertical range once active, and starts up faster than 5B.
- Knocks the opponent towards the corner.
Not using this follow up will let you land closer to the opponent, while using the follow up will knock them far away.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 4 | 80 | 60 |
AD > X | 4 | 48 | 100 |
AD:
- Minimum Damage 40×5 (200)
AD > X:
- Accepts inputs for followup from frames 12~28
- can perform followup between frames 26~28
- Considered part of preceding attack, no additional damage scaling applied
- Minimum Damage 65
Skills
Mico Ruceo
236A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 2000 | All | 17 | 10 | Total 65 | -14 | P1 | |
236B | 2000 | All | 17 | 10 | Total 59 | -14 | P1 | |
j.236A | 2000 | All | 14 | 10 | Until L+5L | P1 | ||
j.236B | 2000 | All | 14 | 10 | Until L+5L | P1 |
- Will typically link after j.C follow up if they don't hit corner.
- Vatista enters recovery 1 frame after contact
- Vatista can not act until she lands in either air beam versions.
The subtle telegraph and beam nature makes this good for stuffing assist calls and unchecked approaches. Make sure to use with care or cover with an assist, as it's easily punished on block.
- Beams around 30 degrees upwards.
- Vatista enters recovery 1 frame after contact
- Air version shoots 30 degrees towards the ground.
- Vatista can not act until she lands in either air beam versions.
B version is a very risky antiair that can be used to beat backdashes, but suffers the same recovery as it's A version making this difficult to use.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 5 | 80 | 85 |
236B | 5 | 80 | 85 |
j.236A | 5 | 80 | 85 |
j.236B | 5 | 80 | 85 |
236A:
- Vatista enters recovery 1 frame after contact
- Minimum Damage 100
236B:
- Vatista enters recovery 1 frame after contact
- Minimum Damage 100
j.236A:
- Vatista enters recovery 1 frame after contact
- Minimum Damage 100
j.236B:
- Vatista enters recovery 1 frame after contact
- Minimum Damage 100
Lumen Stella
214A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 1500 | All | 15 | Until hit | Total 49 | -7 | P1 | |
214B | 1500 | All | 15 | Until hit | Total: 35+14L | -7 | P1 | |
j.214A | 1500 | All | 13 | Until hit | Total: 51+5L | P | ||
j.214B | 1500 | All | 13 | Until Hit | Total: 51+5L | P1 |
- Air orbs move slightly slower and travel slightly lower than grounded orbs.
- No limit to how many orbs can be on screen at one time.
Vatista's main tool for zoning and pressure, the A version of her orbs are slower and better used to control ground space. Grounded B version knocks Vatista 1/3 screen back during recovery, making this great if you want to play keep away or reset pressure after a blockstring.
Be careful as anyone with a fast enough super can easily punish you on reaction if you spam this.
- Air version fires diagonally downward, then curves to drift along the ground.
Both air A and B version recovers in the air if done at least mid height, allowing Vatista to airdash or to use a special again.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 3 | 80 | 80 |
214B | 3 | 80 | 80 |
j.214A | 3 | 80 | 80 |
j.214B | 3 | 80 | 80 |
214A:
- Minimum Damage 75
214B:
- Minimum Damage 75
j.214A:
- Minimum Damage 75
j.214B:
- Minimum Damage 75
Extra Skills
Lux Fortis
236C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 2500 | All | 17 | 10 | 16(42T) | +3 | P1 | |
j.236C | 2500 | All | 14 | 10 | Total 42+5L | P1 |
- Vatista enters recovery 1 frame after contact
- Only the white area has a hitbox. The red aura does not.
Very reliable projectile. After being active almost doesn't have recovery, allowing you for follow up to anything (Orb, second laser, normal, super - you name it). Also, cause it's plus, you can do this to continue and rearrange your pressure clean.
At corner allows you to do routes like 5bb>2c>2b>236c>5bb and etc.
Version | Level | P1 | P2 |
---|---|---|---|
236C | 5 | 80 | 85 |
j.236C | 5 | 80 | 85 |
236C:
- Minimum Damage 250
j.236C:
- Minimum Damage 250
Sideus Fragmentum
214C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | 23 | 300 | Total 23 | |||||
j.214C | 25 | 300 | Total 32 | |||||
214C Detonate | 500×5, 1000 | All | 3 | 4×4(3)3,3 | P2 |
- Places a gem in front of Vatista. Only one of each version can be out at a time.
- Stays out for 5 seconds.
- Disappears if Vatista is hit.
Sets a gem a small distance in front of vatista. The low total recovery makes useful during pressure, and the air version lifts her up slightly, giving her a non-committal air stall option. The air version recovers fast enough to allow vatista to use her other air options or attack. The detonation also gives good frame advantage on block
That said, it's generally not worth the bar. The explosion and resulting combo from the gem deals mediocre damage, and Vatista doesn't have any method of comboing into gems outside of throws, even on counterhit.
Version | Level | P1 | P2 |
---|---|---|---|
214C | |||
j.214C | |||
214C Detonate | 4 | 80 | 80 |
214C:
j.214C:
214C Detonate:
- Minimum Damage 50×5, 100 (350)
Partner Skills
5P
UNI Dash C -> Satelus Triangulum
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
500×5, 1200 | All | (18)+14 | 3,3,3,1,2 [(35)10] |
30 [18+9L] | -12 | B×5, P |
- Hits 5 times
- Launches opponent on air hit
- On hit, creates a crystal explosion in a large area in front of her. If this hits it launches opponent into the air and makes comboing really easy.
5P activates very quickly on call, and travels just a little further than half screen.
It's multi-hit nature makes this excellent for lockdown during pressure, and works perfectly fine as a combo extender to boot, though be ready as it launches further than similar assists.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85, 90 |
- Only does final attack (values in []) on hit
- Spinning hits are considered one attack with P2: 85% and Final hit is considered separate attack with P2: 90%
- Minimum Damage 25×5, 60 (185)
6P
Lumen Stella El Lance
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
900×3 | All | (18)+39 | 5×N | Total: (18)+63 | +18 | P1 |
- Small pop up on hit.
- Hits 3 times.
So THAT's where it went. Compared to her other assists, 6P is rather slow to come out, but the size and the projectile's multi-hit property make up for it. Functions similarly to Jin's 6P assist and allows you to either pressure your opponent up close or form a safe approach from afar.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 45×3 (135)
4P
Mico Ruceo
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+17 | 10 | Total: (18)+64 | P1 |
- Launches on hit
Doesn't have much close vertical range, but covers a specific angle diagonally because of its beam nature. Use this if you want to cover your head while you approach from the ground.
Can hit standing opponents who are next to you.
Level | P1 | P2 |
---|---|---|
3 | 70 | 85 |
- Minimum Damage 100
Distortion Skills
Lacteus Orbis
236B+C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236BC | 500×20 [430×30] |
All | 4+(51 Flash)+13 | 6×20 [6×30] |
51 | -38 | P | 1~16 All |
j.236BC | 500×20 [430×30] |
All | 4+(51 Flash)+13 | 6×20 [6×30] |
51 | P2 | 1~16 All |
- -38 on block. This is enough time for many enemies to run out of blockstun and start their 5A!
- Pushes opponents back a long way and knocks down on hit.
- Large hitbox and long duration makes this effective at punishing assist calls and getting Happy Birthdays, although there are probably less meter-hungry ways of doing the same.
Links from a midscreen j.[C], making this the go-to combo ender outside of the corner.
Version | Level | P1 | P2 |
---|---|---|---|
236BC | 4 | 80 | 60 |
j.236BC | 4 | 80 | 60 |
236BC:
- Values in [] are for Enhanced version
- Minimum damage: 55×20 (1100) [43×30 (1290)]
j.236BC:
- Values in [] are for Enhanced version
- Minimum damage: 55×20 (1100) [43×30 (1290)]
Ruber Angelus Animus
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
950×13 [950×13, 2600] |
All | 4+(40 Flash)+5 | 3(3)2×3(16)4×3(7)3(3)2×4,3 [3(3)2×3(16)4×3(7)3(3)2×4,3(15)3] |
49 | -33 | B×4, H×3, B×7 | 1~16 All |
- Full animation occurs whether or not you hit.
Corner combo ender and a excellent reversal super. Keep in mind this does not have much horizontal reach, but work even better than Vatista's DP as a antiair.
Can combo after j[C] in the corner.
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage: (123×13 1599) [114×13, 338 (1820)]
Distortion Skill Duo
Lacteus Orbis
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
100×20 [100×25] |
All | 1+(92 Flash)+1 | 6×20 [6×25] |
59 | -46 | P | 1~5 All |
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
Astral Heat
Zahhisio
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
5300, 40000 | All | 4+(80 Flash)+6 | 13 | 26 | -18 | H | 1~22 All |
- Vatista travels along through the air towards the other corner.
Not actually a bad option, as Vatista's low damage and all around useful assists means that you'll sometimes find yourself at a 1v1 situation in level 4 Resonance.
Easiest way to hit this is to cancel out of 2C or 236A.
Level | P1 | P2 |
---|---|---|
5 |
- Minimum damage 45300
Colors
