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===Point===
===Point===
Vatista is a strong zoner with a keepout based neutral game.She has a decent close ranged due to her normals having a good balance of range and speed.She has good active switch tools to help your partner get in.Her main way of mixup strike/throw all though you can mix it up with her J.C and 2A for a high/low.Her main zoning tools are her specials.Her 236 moves are instant lasers that can be used to punish assist, but are minus,can get you punished if they predict them and some can punish you even if they blocked them.Additionally if they're done in the air, she can't act until she lands.Her 214 moves are much safer than her 236 moves,can make her 236 moves safe, can be used to stall in the air and can be used for oki. However you have to be careful as if the opponent has a fullscreen super,they WILL punish you for spamming lasers and fireballs. Against characters that don't have fullscreen supers, you can spam lasers and they can't stop you.
Vatisa is a relatively versatile character and doesn't need much in a partner. However, there some some things she would prefer to have.
*'''Pressure'''- Characters with lockdown assists can help Vatista's lacklustre pressure game. Additionally, characters that can easily set up sandwiches can also help with pressure.


Her supers are pretty good but not the best supers in the game.Her 236BC can be used to punish fireballs, normals/specials with long start and other fullscreen supers.It has a long duration so you can double super with your partner for a combo put it's costly so only do it if will kill.It can also be in res for chip but it's minus so only if it will put them a 1HP. 214BC is combo ender/ reversal. It can also be used as a antiair.
*'''Neutral''' - Characters with fast project assists can help with zoning by making Vatista's lasers safer or just giving more options. Characters with more delayed projectile assist can be used to cover one area while Vatisa covers another. Also while Vatista's DP is a good anti-air, it's very committal so having additional, safer anti-airs, while by no means needed, helps out.
 
*'''Damage'''-Vatista is known for her low damage output. Characters that have high damage output on their own or can boost Vatista's damage are welcome. Characters that let her covert her zoning into more damage are also welcome.


As for gameplan, you have two choices. You can either go close range and normals for stagger pressure and tick throws. Use 214A to make moves safe and don't forget use her DP. It one of the best antiair in the game and is great at making the opponent to stop jumping. The other choice is zoning.Use 214A/B to keep the opponent away and if they call assist 236A. Only use 236B if the opponent is already airborne or if your 110% sure they're going to jump. 236C is plus so you can use it if you want to zone without having to worry about being punished


===Anchor===
===Anchor===
Vatista has a great assist kit that can support everyone. 5P is a great for extening combos due to its LONG duration as well as lockdown. 6P goes fullscreen and is useful in neutral as lockdown and oki. 4P is her worst assist but since this is vatista it's still good. It's mainly used to catch people super jumping or stalling midair as well for combos. Pretty much every character can use her assists. Special shoutout to chie who can use Vatista 5P to get easy power charge combos and her other assist help chie's neutral game.
Vatista has a great, versatile assist kit. Most if not all characters in the cast can benefit from Vatista's assists making her a great all-around choice.
 
'''{{clr|5|5P}}'''- Vatista's {{clr|5|5P}} is great for lockdown, letting the point go for 1-2 mixups depending on how fast they are. It's also good for meaty assist calls for oki. It's great for combos due to its long duration giving the point plenty of time to plan the follow up or to setup something.
 
'''{{clr|5|6P}}'''- {{clr|5|6P}} is great for neutral as it's a delayed,multi-hitting projectile with a good hitbox. Its main use is to cover approaches from afar(as long as your point can protect her). In cases where your opponent is too far for {{clr|5|5P}} to work, {{clr|5|6P}} is your best assist for lockdown. It can also be used for strike/throw mixup on a knockdown.
 
'''{{clr|5|4P}}''' Vatista's {{clr|5|4P}} is a decent anti-air. It's best used in the mid-range to catch instant air dashes. It's unique in the fact it goes fullscreen. This lets it catch characters that are in the air but far away as well as air-based runaway. It's also good for combos as a more simple alternative to {{clr|5|5P}}.
 
Finally, Vatista gets decent use out of Resonance Blaze. Resonance lets her cancel any of her lasers into {{clr|2|236B}}+{{clr|3|C}} which lets her get 5-7K of random hits in neutral. {{clr|3|236C}} is good for neutral, pressure and combos and Resonance lets you use it liberally. {{clr|2|214C}} is situational but in the right scenarios, it gives access to Vatista's highest damage combos.
 


===Recommended Partners===
===Recommended Partners===
Friendly reminder to try out different teams and to use what you like, you don't have to use these partners if you don't want to.
'''{{Character Label|BBTag|Rachel Alucard}} '''
A strong team with great synergy that specialises in neutral and pressure. For Vatista, Rachel's {{clr|5|6P}},{{clr|5|4P}} and {{clr|1|214}}/{{clr|3|C}} + Active Switch give Vatista great zoning and space control options that bolters her own zoning. In particular, Geroge can control the ground while you control the air. If the opponent attempts to kill Geroge, you can stop/punish them with lasers. And if Geroge goes off, his lockdown gives Vatisa plenty of time for pressure. This, combined with Rachel's great highs/lows, easily solves Vatista's pressure problem.
For Rachel, Vatista's {{clr|5|5P}} makes Rachel's already great pressure stronger. {{clr|5|4P}} and {{clr|5|6P}} help zoning and can cover angels Rachel can't. Vatista's lack of meter reliance is great for Rachel. Both of them make for good anchors as both are good at using Resoance Blaze. This team has great offense, oppressive neutral and high snowball potential. Their main weakness is a lack of damage and its somewhat high-skill floor. But both are manageable. If you want a team that can control the pace of the match and make the opponent fight on your terms, this is it.
'''{{Character Label|BBTag|Ruby Rose}} '''
A well-rounded team with a great setplay. For Vatista, Ruby's {{clr|5|6P}} helps with zoning and lets her convert zoning into good damage with {{clr|1|236A}}+{{clr|5|6P}} with Cross Combo. Ruby's {{clr|5|4P}} gives Vatista an additional, less committal anti-air. {{clr|5|5P}} is a basic but good combo extender that also serves for oki as it can easily set up sandwiches, helping Vatista with pressure. For Ruby, Vatista {{clr|5|5P}} provides good lockdown letting Ruby go for mixups or setting up a sandwich. {{clr|5|6P}} and {{clr|5|5P}} help with neutral and Vatista {{clr|3|236C}}+Active Switch is a powerful Active Switch option.This team is very versatile. However, they're not as potent as other teams. They also suffer a bit in the damage department. Still, if you want a team that can do pretty much anything, this is a good choice.
'''{{Character Label|BBTag|Yang Xiao Long}} '''
A team that covers each other weaknesses. Yang's {{clr|5|6P}} provides lockdown for mixups, adding damage to combo(especially during Empowered State) and can also be used to convert off of zoning, more so with Cross Combo. {{clr|5|4P}} is a decent anti-air and combo tool. Yang's {{clr|2|214B}}/{{clr|3|C}} adds additional mixups with Active Switch, especially with Vatista orbs for strike/throw mixups. Vatista's {{clr|5|6P}} and {{clr|5|4P}} greatly help Yang in neutral and with Vatista on point, {{clr|1|236A}}+ Yang's {{clr|5|6P}} lets Yang get close to the opponent while Vatista's laser covers her as you Active Switch. This team also has an unblockable setup where if the opponent blocks Vatista's {{clr|2|236B}}+{{clr|3|C}} in the air, you can do Yang's DSD and then use her DP to air unblockable them. Both characters make for good anchors and Yang with Empowered State easily solves Vatista's damage problem.
Like with Ruby and Vatista, this team is pretty versatile and doesn't have any true weaknesses.


[https://imgur.com/fe7IEzz Vatista Synergy chart]
[https://imgur.com/fe7IEzz Vatista Synergy chart]


==General Tactics==
==General Tactics==
Vatista has a flexible game plan that can be changed up on the fly. Your main win condition is to control your opponent's movement by stuffing out every move they do and then when an opportunity presents itself, go in with your assist to pressure them and deal damage.
===Neutral===
Vatista has 2 playstyles for neutral. Mid-range poking and long-range zoning. We'll go through both.
'''Mid Range'''
Vatista can play a mid-range game by poking at her opponent with {{clr|1|5A}}, {{clr|2|5B}},{{clr|3|2C}} and {{clr|1|J.A}} which all have good range and speed and can be converted into damage or pressure on connect. {{clr|1|5A}}+{{clr|4|D}} is your main anti-air, used to encourage your opponent to stop jumping and stay on the ground where you can poke at them more. This playstyle lets you get more direct damage and pressure but also puts you at more risk.
'''Long Range'''
Vatista can zone the opponent out with the use of all of her specials (excluding {{clr|3|214C}}). Your main zoning tool is {{clr|1|214A}}/{{clr|2|B}}. The {{clr|1|A}} version lets you control space and limit your opponent's movement options. The {{clr|2|B}} version lets you mix up the timing on the opponent's approach, create distance between you and your opponent while attacking at the same time and give them something to dodge or block. The air versions let you do the same but stay more mobile as you can jump or air dash after them. {{clr|1|236A}} can be used to punish reckless approaches and assist calls while {{clr|2|236B}} can catch instant air dashes and superjumps. Remember not to use their air versions unless you are sure they will hit.
Overall, compared to other zoners like {{Character Label|BBTag|Nu-13}} or {{Character Label|BBTag|Hilda}}, Vatista's zoning doesn't lead into high damage or strong knockdowns. However, in exchange, her zoning can control space for a longer period of time and limit your opponent's movement more. Plus with the right partner, she can covert her zoning into proper damage.
'''Summary'''
While playing both of the above playstyles on their own is both fine and viable, Vatista is at her strongest when you switch between the 2 to suit your needs. Use your zoning to build meter until you see an opportunity and go mid-range. If your partner loses a lot of health, go back to zoning to let them regenerate it.


[https://docs.google.com/document/d/1WDhaFC0Pc_Nmjl01F3amMu7M0SwplPgpNEpk4ANc5P4/edit?usp=sharing General Vatista Guide]
[https://docs.google.com/document/d/1WDhaFC0Pc_Nmjl01F3amMu7M0SwplPgpNEpk4ANc5P4/edit?usp=sharing General Vatista Guide]
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236BC midscreen and 214BC in the corner. 236BC can be used like her regular lasers but if you have a hard read as it could potentially end the match. Both of her supers can be used for double super setups.
236BC midscreen and 214BC in the corner. 236BC can be used like her regular lasers but if you have a hard read as it could potentially end the match. Both of her supers can be used for double super setups.


==Okizeme==
==Offense==
===Pressure===
One of Vatista's most well-known weaknesses, alongside her low damage, is her lacklustre solo pressure. But don't be fooled, she can still pressure the opponent and mix them up.
 
'''Blockstrings'''
 
{{clr|1|5A}} > {{clr|1|2A}} x 3
 
A basic blockstring that can be staggered to frame trap, checks if the opponent is blocking low by default, is safe against pushblock and can be jump-cancelled at any point.
 
{{clr|B|5B}} > {{clr|3|2C}} or {{clr|3|2C}} > {{clr|B|5B}} > etc
 
{{clr|B|5B}} and {{clr|2|2C}} are your longest pokes so cancelling them into one another can let you start pressure.
 
{{clr|B|2B}}/{{clr|3|2C}} > {{clr|1|2A}}/{{clr|1|5A}}
 
{{clr|B|2B}} and {{clr|3|2C}} are both unsafe on pushblock but cancelling into {{clr|1|5A}} or {{clr|1|2A}} can make them safe. If the opponent doesn't pushblock, you can still continue your blockstrings.
 
Anything > {{clr|B|214B}}
 
{{clr|B|214B}} is -7 on block but puts distance between you and your opponent, letting you rest pressure.
 
Anything > {{clr|3|236C}} > {{clr|1|5A}}/{{clr|1|2A}}
 
{{clr|3|236C}} is +3 so you can it to reset pressure. Doing {{clr|1|5A}}/{{clr|1|2A}} right after is a natural 5f frame trap.
 
'''Mixups'''
 
{{clr|1|5A}} > {{clr|3|J.[C]}}/{{clr|1|2A}}
 
A high/low mixup. Midscreen you can follow up the {{clr|3|J.[C]}} with any of her lasers. Near the corner or at the corner, you can follow up with {{clr|1|5A}} and get a full combo.
 
{{clr|1|5A}}/{{clr|1|2A}} > Throw/{{clr|1|5A}}/{{clr|1|2A}}


==Blockstrings==
Basic strike/throw mixup
Since she is a unist character, Vatista's blockstrings are very freeform and are mostly up to you but a good rule of thumb is that you shouldn't start your blockstrings with 2A unless you for a high/low mix and you both went low.This is so if your opponent pushblocks you, you can cancel into 2A to stay safe.
 
Anything > {{clr|3|236C}} > {{clr|1|5A}}/Throw.
 
A much stronger strike/throw mixup due to {{clr|3|236C}} being plus. If your opponent jumps after {{clr|3|236C}} and you do {{clr|1|5A}} as soon as possible, the opponent can block but you can go into DP getting an air unblockable.
 
===Okizeme===
'''Safejumps'''
 
{{clr|3|J.[C]}} can lead to safejumps midscreen and in the corner.


==Tips and Tricks==
==Tips and Tricks==


==Fighting Vatista==
==Fighting Vatista==
'''Mid Range'''
Due to Vatista's lack of solo mixups, her pressure is Passive Aggressive. She can stay in for a long time thanks to reverse beat and {{clr|3|236C}} being plus but she lacks the tools to actually open up the opponent if they are willing to block. As such, just watch out for tick throws and be ready for {{clr|3|j.C}} if Vatista is in range to use it.
'''Long Range'''
Just like with any zoner, the key here is patience. Vatista's zoning doesn't lead to high damage on its own but it can quickly add up and by the time you've closed the distance, you could have taken a large chunk of damage. Try your best to inch your way through including jumping over orbs. Don't recklessly rush in or you'll get stuffed by lasers. Speaking of which, Vatista lasers are your main opportunity to close the gap if you block them due to them being minus especially the air versions since she can't act until she lands. Avoid using instant air dash as Vatista can stuff it with  {{clr|2|236B}}. Instead try jumping towards her only to air dash backwards as if  {{clr|2|236B}} whiffs, it gives you a chance to just run at Vatista. Finally, if your character has anti-zoning tools like {{Character Label|BBTag|Nine the Phantom|label=Nine's}} {{MiniMoveCard|game=BBTag|chara=Nine the Phantom|input=214C|label={{clr|3|214C}}}}, make sure to use them every now and then to reminder the Vatista player that they can't get away with zoning for free and that you can punish them for trying.


[https://imgur.com/JjU2TJc Vatista matchup tier list]  
[https://imgur.com/JjU2TJc Vatista matchup tier list]


==Navigation==
==Navigation==
<center>{{Character Label|BBTag|Vatista|36px}}</center>
<center>{{Character Label|BBTag|Vatista|size=36px}}</center>
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{{#lst:BBTag/Navigation}}
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Latest revision as of 05:05, 13 December 2023

Vatista


Team Synergy

A compilation of thoughts on every possible Vatista team can be found here.

Point

Vatisa is a relatively versatile character and doesn't need much in a partner. However, there some some things she would prefer to have.

  • Pressure- Characters with lockdown assists can help Vatista's lacklustre pressure game. Additionally, characters that can easily set up sandwiches can also help with pressure.
  • Neutral - Characters with fast project assists can help with zoning by making Vatista's lasers safer or just giving more options. Characters with more delayed projectile assist can be used to cover one area while Vatisa covers another. Also while Vatista's DP is a good anti-air, it's very committal so having additional, safer anti-airs, while by no means needed, helps out.
  • Damage-Vatista is known for her low damage output. Characters that have high damage output on their own or can boost Vatista's damage are welcome. Characters that let her covert her zoning into more damage are also welcome.


Anchor

Vatista has a great, versatile assist kit. Most if not all characters in the cast can benefit from Vatista's assists making her a great all-around choice.

5P- Vatista's 5P is great for lockdown, letting the point go for 1-2 mixups depending on how fast they are. It's also good for meaty assist calls for oki. It's great for combos due to its long duration giving the point plenty of time to plan the follow up or to setup something.

6P- 6P is great for neutral as it's a delayed,multi-hitting projectile with a good hitbox. Its main use is to cover approaches from afar(as long as your point can protect her). In cases where your opponent is too far for 5P to work, 6P is your best assist for lockdown. It can also be used for strike/throw mixup on a knockdown.

4P Vatista's 4P is a decent anti-air. It's best used in the mid-range to catch instant air dashes. It's unique in the fact it goes fullscreen. This lets it catch characters that are in the air but far away as well as air-based runaway. It's also good for combos as a more simple alternative to 5P.

Finally, Vatista gets decent use out of Resonance Blaze. Resonance lets her cancel any of her lasers into 236B+C which lets her get 5-7K of random hits in neutral. 236C is good for neutral, pressure and combos and Resonance lets you use it liberally. 214C is situational but in the right scenarios, it gives access to Vatista's highest damage combos.


Recommended Partners

Friendly reminder to try out different teams and to use what you like, you don't have to use these partners if you don't want to.

Rachel Alucard

A strong team with great synergy that specialises in neutral and pressure. For Vatista, Rachel's 6P,4P and 214/C + Active Switch give Vatista great zoning and space control options that bolters her own zoning. In particular, Geroge can control the ground while you control the air. If the opponent attempts to kill Geroge, you can stop/punish them with lasers. And if Geroge goes off, his lockdown gives Vatisa plenty of time for pressure. This, combined with Rachel's great highs/lows, easily solves Vatista's pressure problem. For Rachel, Vatista's 5P makes Rachel's already great pressure stronger. 4P and 6P help zoning and can cover angels Rachel can't. Vatista's lack of meter reliance is great for Rachel. Both of them make for good anchors as both are good at using Resoance Blaze. This team has great offense, oppressive neutral and high snowball potential. Their main weakness is a lack of damage and its somewhat high-skill floor. But both are manageable. If you want a team that can control the pace of the match and make the opponent fight on your terms, this is it.

Ruby Rose

A well-rounded team with a great setplay. For Vatista, Ruby's 6P helps with zoning and lets her convert zoning into good damage with 236A+6P with Cross Combo. Ruby's 4P gives Vatista an additional, less committal anti-air. 5P is a basic but good combo extender that also serves for oki as it can easily set up sandwiches, helping Vatista with pressure. For Ruby, Vatista 5P provides good lockdown letting Ruby go for mixups or setting up a sandwich. 6P and 5P help with neutral and Vatista 236C+Active Switch is a powerful Active Switch option.This team is very versatile. However, they're not as potent as other teams. They also suffer a bit in the damage department. Still, if you want a team that can do pretty much anything, this is a good choice.

Yang Xiao Long

A team that covers each other weaknesses. Yang's 6P provides lockdown for mixups, adding damage to combo(especially during Empowered State) and can also be used to convert off of zoning, more so with Cross Combo. 4P is a decent anti-air and combo tool. Yang's 214B/C adds additional mixups with Active Switch, especially with Vatista orbs for strike/throw mixups. Vatista's 6P and 4P greatly help Yang in neutral and with Vatista on point, 236A+ Yang's 6P lets Yang get close to the opponent while Vatista's laser covers her as you Active Switch. This team also has an unblockable setup where if the opponent blocks Vatista's 236B+C in the air, you can do Yang's DSD and then use her DP to air unblockable them. Both characters make for good anchors and Yang with Empowered State easily solves Vatista's damage problem.

Like with Ruby and Vatista, this team is pretty versatile and doesn't have any true weaknesses.


Vatista Synergy chart

General Tactics

Vatista has a flexible game plan that can be changed up on the fly. Your main win condition is to control your opponent's movement by stuffing out every move they do and then when an opportunity presents itself, go in with your assist to pressure them and deal damage.

Neutral

Vatista has 2 playstyles for neutral. Mid-range poking and long-range zoning. We'll go through both.

Mid Range

Vatista can play a mid-range game by poking at her opponent with 5A, 5B,2C and J.A which all have good range and speed and can be converted into damage or pressure on connect. 5A+D is your main anti-air, used to encourage your opponent to stop jumping and stay on the ground where you can poke at them more. This playstyle lets you get more direct damage and pressure but also puts you at more risk.

Long Range

Vatista can zone the opponent out with the use of all of her specials (excluding 214C). Your main zoning tool is 214A/B. The A version lets you control space and limit your opponent's movement options. The B version lets you mix up the timing on the opponent's approach, create distance between you and your opponent while attacking at the same time and give them something to dodge or block. The air versions let you do the same but stay more mobile as you can jump or air dash after them. 236A can be used to punish reckless approaches and assist calls while 236B can catch instant air dashes and superjumps. Remember not to use their air versions unless you are sure they will hit.

Overall, compared to other zoners like Nu-13 or Hilda, Vatista's zoning doesn't lead into high damage or strong knockdowns. However, in exchange, her zoning can control space for a longer period of time and limit your opponent's movement more. Plus with the right partner, she can covert her zoning into proper damage.

Summary

While playing both of the above playstyles on their own is both fine and viable, Vatista is at her strongest when you switch between the 2 to suit your needs. Use your zoning to build meter until you see an opportunity and go mid-range. If your partner loses a lot of health, go back to zoning to let them regenerate it.

General Vatista Guide

Meter Usage

Vatista isn't very meter reliant but she mainly uses meter for EX laser which were you want it to go. EX laser is fast,does good damage(which is non-recoverable) and is plus so they have to predict it.Gem is a waste of meter.You should only use it if you have a hard read like a dp as if you use 5B as a starter,you can get some good damage.Other than tat don't waste your time. Vatista's super are mainly used as combo enders, 236BC midscreen and 214BC in the corner. 236BC can be used like her regular lasers but if you have a hard read as it could potentially end the match. Both of her supers can be used for double super setups.

Offense

Pressure

One of Vatista's most well-known weaknesses, alongside her low damage, is her lacklustre solo pressure. But don't be fooled, she can still pressure the opponent and mix them up.

Blockstrings

5A > 2A x 3

A basic blockstring that can be staggered to frame trap, checks if the opponent is blocking low by default, is safe against pushblock and can be jump-cancelled at any point.

5B > 2C or 2C > 5B > etc

5B and 2C are your longest pokes so cancelling them into one another can let you start pressure.

2B/2C > 2A/5A

2B and 2C are both unsafe on pushblock but cancelling into 5A or 2A can make them safe. If the opponent doesn't pushblock, you can still continue your blockstrings.

Anything > 214B

214B is -7 on block but puts distance between you and your opponent, letting you rest pressure.

Anything > 236C > 5A/2A

236C is +3 so you can it to reset pressure. Doing 5A/2A right after is a natural 5f frame trap.

Mixups

5A > J.[C]/2A

A high/low mixup. Midscreen you can follow up the J.[C] with any of her lasers. Near the corner or at the corner, you can follow up with 5A and get a full combo.

5A/2A > Throw/5A/2A

Basic strike/throw mixup

Anything > 236C > 5A/Throw.

A much stronger strike/throw mixup due to 236C being plus. If your opponent jumps after 236C and you do 5A as soon as possible, the opponent can block but you can go into DP getting an air unblockable.

Okizeme

Safejumps

J.[C] can lead to safejumps midscreen and in the corner.

Tips and Tricks

Fighting Vatista

Mid Range

Due to Vatista's lack of solo mixups, her pressure is Passive Aggressive. She can stay in for a long time thanks to reverse beat and 236C being plus but she lacks the tools to actually open up the opponent if they are willing to block. As such, just watch out for tick throws and be ready for j.C if Vatista is in range to use it.

Long Range

Just like with any zoner, the key here is patience. Vatista's zoning doesn't lead to high damage on its own but it can quickly add up and by the time you've closed the distance, you could have taken a large chunk of damage. Try your best to inch your way through including jumping over orbs. Don't recklessly rush in or you'll get stuffed by lasers. Speaking of which, Vatista lasers are your main opportunity to close the gap if you block them due to them being minus especially the air versions since she can't act until she lands. Avoid using instant air dash as Vatista can stuff it with 236B. Instead try jumping towards her only to air dash backwards as if 236B whiffs, it gives you a chance to just run at Vatista. Finally, if your character has anti-zoning tools like Nine's 214CBBTag Nine ScarletVein.pngGuardAllStartup24RecoveryTotal: 68Advantage-11, make sure to use them every now and then to reminder the Vatista player that they can't get away with zoning for free and that you can punish them for trying.

Vatista matchup tier list

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