
Introduction[]
Health: 9600 (Originally 12000)
Play-style: Zoning, Charge, Pressure, Traps
Dash Type: Hop Dash
Specialty: Counter Nullifying
Vatista nullifies the properties opponent would gain from a counter hit. Meaning the opponent's combos will be shorter since they don't get long hitstun, and that the opponent can't pick Vatista up from a downed state as often. Vorpal state also allows her 64 EX move to be cancelled into without a charge.
Vatista is a bit different kind of character who uses charge commands for projectiles and anti-air specials for spacing. Thus, tight execution is needed to be able to manage her string of attacks effectively.
Mico Ruceo is fast move to use at close range. Lumen Stella is stronger but slower projectile. Use it as a shield as you close the opponent. You can use invincible move Ruber Angels to an opponent coming from air. Transvolans is good move to attack opponents from air, though it is a difficult move to input. 5C>IWE is also a very effective combo from long range.
Vatista is also very strong both up close and from afar, since she has both a projectile and anti-air with expansions, and due to being a charge-type character, her difficult inputs reward users with moves that possess quick recovery time. Her normals are also not bad, as they provide either range for poking and footsies or enough hits for a duration needed to charge her special inputs.
Due to her specialty, she can be a counter to those who rely a lot on counter hits (no joke intended) and OTG's for long combos, though sadly those who don't need to rely much on combos and relying more on hit-and-run tactics and brief strings of attacks with good damage tend to wear her down (thus those who are solid at vortex and/or okizeme are considered). And despite the advantages of her normals, some of her niche moves are very easy to punish especially on block or at a bad angle the opponent can attack from.
Adding on to her difficult execution (especially for characters that work both close and afar), Vatista must often constantly be shifting from her pressure to zoning back and forth in order to control the match. And her being a charge character means at times, relying on jump-in combos as well as long-duration connecting moves is a necessity for her. Also, one of Vatista's other biggest weaknesses is her lack of mixup, so despite her blockstring potential, she lacks a way to pop open a turtling opponent without frame-traps.
Like Orie, she also lacks chargeable normals, so her damage output has little variety.
Move List[]
Normal Moves[]
Input | Damage | Guard | Cancel | ||||||||||||
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Stabs forward with two of her wings. Standard poke. |
Input | Damage | Guard | Cancel | ||||||||||||
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Crouches and swipes the opponent with one wing. Has a long reach but isn't actually a low attack. Can be used for OTG pickups. |
Input | Damage | Guard | Cancel | ||||||||||||
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Stand/Crouch | SP/(JC)/EX/CS | |||||||||||||
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Spins her two of her wings vertically in a shredding circle. Footsies tool with a bit of reach but some recovery. |
Input | Damage | Guard | Cancel | ||||||||||||
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Crouch/Stand | SP/(JC)/EX/CS | |||||||||||||
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Same as the standing version, but is a crouching version with quite a bit of recovery. |
Input | Damage | Guard | Cancel | ||||||||||||
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Dash ![]() |
Crouch/Stand | SP/EX/CS | |||||||||||||
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A turning dancing spin kick while leaning on her other leg. Quite advantageous move if the opponent crouch blocks it. |
Input | Damage | Guard | Cancel | ||||||||||||
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Sticks all her wings forward. Has the best reach of Vatista's normals and is a powerful poking tool. |
Input | Damage | Guard | Cancel | ||||||||||||
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Stand | SP/JC/EX/CS | |||||||||||||
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Wings spin on the ground. Has same amount of reach as 2B but much longer recovery, so it should be used with care. Sweeps the opponent for combos. |
Input | Damage | Guard | Cancel | ||||||||||||
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j. ![]() |
Stand | SP/EX/CS | |||||||||||||
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Jump back kick. Works as an air-to-air attack and combo filler. |
Throw[]
Input | Damage | Guard | Cancel | ||||||||||||
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Grabs the opponent and slams them away with a burst of energy from a spell. Can't be continued from. |
Force Function[]
Command Normals/Unique Arts[]
Input | Damage | Guard | Cancel | ||||||||||||
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Crouch/Stand | SP/JC/EX/CS | |||||||||||||
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Additional move where Vatista puts a bit more spin on her wings. Combo filler and pressure tool. |
Special Moves/Sure-Killing Arts[]
Infinite Worth[]
Infinite Worth EXS[]
Combos[]
BASIC COMBOS
- 2A>2B>2C>[2]8C
- 2A>2B>2C>5C>j.B>j.C>j.[8]2A>2C>B+C(Hold down)>41236D
- j.C>2A(Hold A down)>5B>2B>2C>(Release A)>2A>2B>[2]8C
MIDSCREEN
2A Starter
- 2A>2C>5C>Delay j.B(Hold)>Delay j.[8]2A>2C>Crouching Orb(B Hold)>2A>5C>Standing Orb>[6]4B>j.C>j.B+C
- 2A(Hold)>5B>2B(Hold)>2C>Crouching Orb>2A>2B(Detonation)>Crouching Orb>VO (With a little charge)>(Detonation)>j.B>j.C>j.[8]2C>[6]4B>41236D ※Mid screen only
5A Starter
- 5A>5B>2C>5C>j.B>j.C>j.A>j.[8]2A>2A>[2]8B
- 5A(Aerial hit)>j.A>j.B>(j.C>j.A>j.B)>j.[8]2A>2C>2B>[2]8B
- 5A>5B>2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C(Hold)>Aerial Orb>2A>2B>Crouching Orb>[6]4A>j.C>(j.[8]2A) or (j.B+C)
- 5A>5B>(2B)>5C>B+C>CS>(j.A)>j.B>j.[8]2A>2C>Crouching Orb>2A>2B>[6]4B>j.C>j.[8]2A
- 5A>2C>5C>j.B(Hold)>j.[8]2A>2C>Crouching Orb(Hold B again)>2A>5C>Crouching Orbs>[6]4A>([2]8B) or (j.C>j.[8]2A)
- 5A>j.A>j.B(Hold)>(j.C)>j.[8]2A>2C(Hold)>Crouching Orb>2A>2B>Crouching Orb>[6]4A>([2]8B) or (j.C>j.[8]2A)
2B Starter
- 2B>2C>5C>j.B>(j.C>j.A)>j.[8]2A>2C>Crouching Orb>2A>2B>Crouching Orb>[6]4A>j.C>(j.[8]2A) or (j.B+C)
- 2B>2C>2A (Whiff)>Dash>2A>2B>(j.A)>j.B>(j.C)>j.[8]2A>2C>(Standing Orb) or (5B>5B>B+C>[2]8C)
- 2B>2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C(Hold)>Crouching Orb>2A>[6]4A>Crouching Orb>[6]4B>([2]8B) or (j.A>j.[8]2A)
2C Starter
- 2C>5C>j.B>j.C>(j.A)>j.[8]2A>2C>Crouching Orb>2A>2B>Crouching Orb>[6]4A>j.C>j.B+C
- 2C>5C>JB(Hold)>(j.C)>j.[8]2A>2C(Hold)>Crouching Orb>2A>[6]4A>Crouching Orb>[6[4A>j.B>j.C>(j.[8]2A) or (j.B+C)
- 2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C>Standing Orb>2A>2B(1)>[6]4B>Crouching Orb>2C>2B>[2]8C
- 2C>5C>j.B(Hold)>j.[8]2A>2C(Hold)>Crouching Orb>2A>[6]4A(Hold)>Crouching Orb(Hold C again)>2B(1)>Standing A-Orb>Standing C-Orb>(Finisher)>([4]6C oki)
- 2C>2A (Whiff)>Dash>2A>2B/5B>j.B>j.C>j.A>j.B>j.[8]2A>2C>(2B>[2]8B)or(5B>5B>B+C)
- 2C>2A (Whiff)>Dash>2A>5B>Delay j.B>(j.C)>j[8]2A>2C>5B>Standing Orb>5A>5B>5B>Crouching Orb>[6]4A>j.C>j.B+C
- 2C>2A (Whiff)>Dash>2A>5A>j.A>j.B>j.[8]2A>2C>5B>Crouching Orb>5A>Crouching Orb>j.C>j.B(Detonation)>j.C>j.[8]2A
- 2C>2A (Whiff)>Dash>2A>5B>Delay j.B>(j.C)>j.[8]2A(Hold)>2C(Hold)>5B>Crouching Orb>5A>Crouching Orb>[6]4A>[2]8B
- 2C>2A (Whiff)>Dash>2A>2B/5B>j.B>j.C>j.A>j.B>j.C>j.A>j.[8]2A>2C>Orb
- (A or B Hold)2C>Crouching Orb>2B>Standing Orb>([6]4B) or (Dash B) or (Dash>j.C>j.B)>(j.A)>j.B>j.C>j.A>j.B>j.[8]2A>2C>2C>[2]8B
- 2C>B+C>5A>j.A>j.B(Hold)>j.[8]2A(Hold)>2C>Crouching Orb>2A>5C>Crouching Orb>[6]4A>[2]8B
5C Starter
- 5C>2C>5B>j.B>j.[8]2A>Crouching Orb>2A>[6]4A>Crouching Orb>[6]4A>([2]8B) or (j.C>j.[8]2A)
- 5C>[6]4A>CS>Dash C>5A>j.A>j.B>j.[8]2A>2C>Crouching Orb>2A>2B>Crouching Orb>[6]4A>(j.C>j.[8]2A) or ([2]8B)
- (When orb is set behind the opponent) 5C>[6]4B>j.B/Dash C/5C>j.C>j.[8]2A>2C>Standing Orb>2A>2B>Crouching Orb(No need to detonate)>[2]8B
j.A Starter
- j.A(Hit on aerial opponent)>j.B>j.[8]2A>2C>Crouching Orb>2A>[6]4A>Crouching Orb>[6]4A>j.C>j.[8]2A
- j.A>2A>2A>2C>5C>j.B>j.C>j.A>j.[8]2A>2C>Crouching Orb>2A>2B>Crouching Orb>[6]4A>(j.C>j.B+C) or ([2]8B)
- j.A>2C>5C>j.B>j.[8]2A>2C>Crouching Orb>2A>[6]4A>Crouching Orb>[6]4A>j.C>j.B+C
- Assault j.A>5A>A>(2B/5B)>2C>5C>JB>JC>JA>A-Drill>2C>2B>[2]8B
- Assault j.A>5A>5A>(2B/5B)>2C>5C>j.B>j.C>j.A>[8]2A>2A>[2]8B
- Assault j.A>5A>2C>5C>j.B>j.C>j.A>j.[8]2A>2C>2B>[2]8B
CORNER:
- Note the combos that have (j.[8]2A>2C>Crouching Orb>2A>2B) route. 2B doesn't hit Gordeau, but you can usually replace it with 5C or [6]4A
2A Starter
- 2A>2B>2C>5C>j.B>(j.C)>j.[8]2A>2A>[2]8B
- 2A>2B>2C>5C>j.B>(j.C)>j.[8]2A>2C>2B>[2]8B
- 2A>2B>2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C>2A>Crouching Orb>2A>([2]8B) or ([2]8C>CS>Delay j.C>j.B+C>j.[8]2C)
5A Starter
- 5A(Hold)>5B>2B>2C(Hold)>Standing Orb>2A>2B>[6]4B>Crouching Orb>[6]4B>j.A>j.[8]2A
- 5A(Hold)>5B>2B>2C(Hold)>Crouching Orb>2A>5C>Crouching Orb>[6]4A>j.B>j.[8]2A
- 5A(Hold)>5B>2B>2C(Hold)>Crouching Orb>2A>[6]4A>Crouching Orb>[6]4A>j.B>j.[8]2A
2C Starter
- 2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C>[4]6A>2C(Hold)>Standing Orb>2A>2B>[6]4B(* Hold if you want to use Orb oki route)>Crouching Orb(>2C>Standng Orb*) or (>[6]4B>[2]8B) or (j.C>j. B+C)
- 2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C>Standing Orb>2A>2B(1)>[6]4B>Crouching Orb>2C>2B>[2]8C
- 2C>2A (Whiff)>2A>5C>j.B>j.[8]2A(Hold)>2C(Hold)>5B>Standing Orb>5A>5B>[6]4B>Crouching Orb>[6]4B)
j.A Starter
- j.A>5A>5A>2C>5C>j.B>j.C>j.[8]2A>2C>2A>Crouching Orb>2A>2B>Crouching Orb>[6]4B>j.C>j.[8]2A
- Assault j.A>5A>5A>(2B/5B)>2C>5C>j.B>(j.C)>j.[8]2A>2C>2B>[2]8B
- Assault j.A>5A(Hold)>5B>Delay 2C>Crouching Orb>2A>2B>Crouching Orb>[6]4A/B/C
j.B Starter Assault j.B>CS>j.A>5A>5A>2C>5C>j.B>j.[8]2A
j.C Starter
- j.C>2C>5C>j.B(Hold)>(j.C)>j.[8]2A>2C>Standing Orb>2A>2B(1)>[6]4B>Crouching Orb>2C>2B>[2]8C
Transvolans Starter
- j.[8]2B>5A>j.A>j.B>j.C>j.A>j.[8]2A
- j.[8]2B>Dash B(>Dash B)>j.A>j.B>j.[8]2A
- j.[8]2B(Hold)>2C(Hold)>Crouching Orb>2A>[6]4A>Crouching Orb>([6]4A>[2]8B) or (j.C>j.[8]2B/j.B+C)
- j.[8]2B>2C>5C>j.B>j.C>j.[8]2A>2C>5B>5B>(B+C) or (j.B+C>[2]8C)
- j.[8]2B(Hold A)>[6]4C>2C>Crouching Orb>2A>2B>Crouching Orb>[6]4B>j.C>j.[8]2A
- j.[8]2B>5C>Delay [6]4B>5A>j.A>j.B>j.C>j.A>j.B>j. [8]2A>2C>2B>[2]8B
- j.[8]2B>2C>5C>Delay j.B>Delay j.C>2C>Crouching Orb>2A>2B>Crouching Orb>([6]4B>[2]8B) or (j.C>j.[8]2A)
VEIL OFF COMBOS
Midscreen:
- j.[8]2B>CS>Assault>Delay j.C>j.A(>j.B)>j.[8]2A(Hold)>2C>5B(1)>Standing Orb>5A(Hold)>5B>5B>Crouching Orb>VO>Dash>j.C>j. B+C>j.[8]2C>41236D [4411 damage]
- (Requires CS with 4 GRD Blocks) j.[2]8C>CS>Delay j.C>j.A>j.B>j.[8]2A(Hold)>2C(Hold)>(Delay depending on the character)5B(1)>5 orb>5A>5B>5B>Crouching Orb>VO>j.C(>j.B+C)>j.[8]2C>41236D [4526 damage]
- j. [8]2B>CS>5A>5B>j.B>j.[8]2A(Hold)>2C(Hold)>5B>Standing Orb>5A>5B>5B>Crouching Orb>VO>j.C>j.B+C>j.[8]2C>41236D
- B+C (Maximum length)>CS>j.B>j. [8]2A(Hold)>2C(Hold)>5B>Standing Orb>5A>5B>5B>Crouching Orb>VO>j.C>j.B+C>j.[8]2C>j. [6]4C>41236D [6484 damage]
Corner:
- 2C>[4]6A(Hold)>2C>5B(1)>Standing Orb>5A(Hold)>5B>[6]4B>Crouching Orb>VO>j.C>j. B+C>j. [8]2C>[6]4C>41236D (Doesn't work on Vatista and Carmine)
- j.C>Dash>2A>2A(Hold)>2B>5B>2C(Hold)>Crouching Orb>2A>5C>Crouching Orb>VO>j.C>j. B+C>j. [8]2C>[6]4C>41236D [about 5500 damage] (Works on all characters)
- Assault j.C>Dash>2A2A(Hold)>2B>5B>2C(Hold)>Crouching Orb>2A>2B>Crouching Orb>VO>j.C>j. [8]2C>[6]4C>CS>41236D [about 4500 damage]
- j. [8]2B(Hold A)>2C>5B(1)>Standing Orb>5A(Hold)>5B>[6]4B>Crouching Orb>VO>j.C>j. B+C>j. [8]2C>[6]4C>41236D [5635 damage] (Doesn't work on Chaos and Akatsuki)
NETA COMBOS
- 2B>2C>5C>j.B>j.C>Air B+C>CS>j.B(Hold)>j. [8]2A>2C(Hold)>Crouching Orb>2A>2B>Orb >[6]4A [about 3000 damage]
- 2A>2C>5C>j.B>j. B+C>CS>j.B(Hold)>j.[8]2A>2C(Hold)>Crouching Orb>2A>2B>Standing Orb>[6]4B
- (Close contact in air) j. [6]4B (ground hit)>CS>j. [8]2A>2C>Crouching Orb>2A>[6]4A>Crouching Orb>[6]4A>(j.C>j.B+C) or ([2]8B) [about 3600 damage]
- (Close contact in air) j. [6]4B (ground hit)>CS>j. [8]2A>2C>5C>j.B>j.C>2C>Standing Orb>2A>2B>Crouching Orb>[6]4A>j.C>j. B+C [about 3800 damage]
- (2 orbs set near the opponent)[6]4A>(Detonation)>j.B>(j.C>j.A>j.B)>j. [8]2A>2C>Crouching Orb>2A>2B>Crouching Orb>(Finisher move)>[2]8B [4050 damage]
- (Vorpal, Veil Off, 3 Crouching Orbs set to corner) j. [8]2B (from high)>(Detonation)>j.C>j. B+C>[8]2C>CS>[6]4C>41236D [8149]
Notable Players[]
Trivia[]
Vatista's moves are all in Latin.
- Arma Bellum = War Weapon
- Leviosa = Levitate
- Lumen Stella = Shining Star
- Lumen Stella Eclance = Shining Star Enhance
- Mico Luceo = Twinkling Glitter
- Lux Fortis = Light Valiant
- Ruber Angels = Red Angels
- Ruber Angels Eclance = Red Angels Enhance
- Sidereus Fragmentum = Star Sign Fragment
- Primum = First
- Secundum = Second
- Tertium = Third
- Satelles Triangulum = Satellite Triangle
- Transvolans = Shooting Star
- Lacteus Orbis = Milky Way
- Zahhisio = Natural Disaster
Colors[]
1. Mars Black | 2. Lion Falls | 3. Murder Dolls | 4. Aurora Blue | 5. Aureolin |
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6. Classic White | 7. Luminous Pink | 8. Fallen Leaves | 9. Chromium Green | 10. Crimson Lake |
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11. Lila Colina | 12. Azul Agua | 13. Regalo Tierra | 14. Freddo Aria | 15. Grass Fairy |
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16. Donner Geist | 17. Black Magic | 18. Knospe Gardenie | 19. Rain Stream | 20. Flor Ciruela |
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21. Cassata Al Forno | 22. Moonshine Blue | 23. Vento Aureo | 24. Angelic Gospel | 25. Cyber Fairy |
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26. Blitzschlag | 27. Mystic Doll | 28. Antique Luxury | 29. Modern Golem | 30. Fairy Tale |
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System | Basics · Offense · Defense · System |
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Movelists | Hyde · Linne · Waldstein · Carmine · Orie · Gordeau · Merkava · Vatista · Seth · Yuzuriha · Hilda · Chaos · Nanase · Byakuya · Phonon · Mika · Wagner · Enkidu · Londrekia · Tsurugi · Kaguya · Kuon · Uzuki · Ogre · Izumi · Eltnum · Akatsuki |
Trophies | UNDER NIGHT IN-BIRTH Exe:Late/Trophies · UNDER NIGHT IN-BIRTH Exe:Latest/Trophies · UNDER NIGHT IN-BIRTH II Sys:Celes/Trophies |
Other | Menu · Modes · Stages |