Vatista

Data from
Koishi Vatista combo guide
Dainiru combo guide
Boruphen's charge partitioning guide
The Mizuumi wiki!
Nice doc on all chars!

Vatista cannot be counter hit, ever. It's a vatista thing.

Special moves

shortnamefullnameinputdescription
fbStella Lumen[4]6 A/B/Csonic boom (53f charge)
beamMikoluceo[6]4 A/B/Creverse sonic boom (53f charge)
fkLuvel Angelus[2]8 A/B/Cflash kick
drillTransvorance[8]2 A/B/Creverse flash kick (43f charge)
πŸ’ŽDeus Fragmentum[A/B/C] ... ](2)A/B/C[button hold and release/birdie bull horn (61f charge), 1 πŸ’Ž by button, position change with stand/crouch/air, πŸ’₯ is untechable

Frame data

buttonstartupactiverecoveryon blocklevelnote
5A6312-3high
2A6312-3high
5B12918-2high
5BB-625-8highsucks
2B10929-13high
2BB-625-8high
5C12522-11high
2C111323-6 to -16low
jA632land?mid
jB1163land?mid
jC12104land?high
jA+B18(floats)
66B10212-2highCS/EX cancel, counterhitKD
66C121820-5highguruguruguru~, cancellable
groundFF10330-4/-6(held)high
airFF1469landhighCS/EX cancel
throw4122
guardcancel0165-14high
VO21 to 69237-13high
Afb (ball)21(ground)+8 to +17high53f charge, disappear when hit
Bfb19(ground)+19 to -6high53f charge, disappear when hit
EXfb...53f charge, disappear when hit
A/D/EXfk453f charge, CS cancellable
Abeam14524(41air)-3(-5 air)53f charge, extra air action
Bbeam15(17air)521(41air)0 (-10~-20 air)53f charge, extra air action
EXbeam82554(?air)+7(+11air)53f charge
πŸ’Ž1(7)61f charge, πŸ’₯ untechable until landing
Adrill713182high43f charge
Bdrill20948-7mid43f charge, air unblockable, exBeam on block
Cdrill5...18-1mid1-3f strike inv., 4-~f fb inv.
IW12......-33high1-147f inv.
IWEXS156...-25high1-26f inv.

Combos

Combo guide 1

inputcommand
[4]6XFb
[6]4XBeam
[2]8XFk
[8]2XDrill
Button HoldπŸ’Ž (StandingπŸ’Ž: 5πŸ’Ž, CrouchingπŸ’Ž: 2πŸ’Ž)
[X]hold X
dlDelay

Starter -> Meat -> Ender

prorationcombo
heavy2[C]>2πŸ’Ž>2A>2B(1) πŸ’₯>5πŸ’Ž πŸ’₯>J[C]>Adrill>πŸ’Ž
mid2[C]>2πŸ’Ž>2A>2B πŸ’₯>2πŸ’Ž>B Beam πŸ’₯(h)>JA>Adrill>πŸ’Ž
light2[C]>2πŸ’Ž>2A>A Beam πŸ’₯>2πŸ’Ž>(2C)>B Beam πŸ’₯(h)>JA>Adrill>πŸ’Ž

confirm from 2 As => Give upπŸ’Ž combos, if you wantπŸ’Ž from A, A>2C>5C or A>2C>5C

Meter spend:

meterender
meterless2ndπŸ’₯>JA>Adrill>2πŸ’Ž
100%2ndπŸ’₯>JC>[8]FF>C Drill (before final FF hit)
200%2ndπŸ’₯>IW/IWE
VO2ndπŸ’₯> VO
startercombonote
AA>(B)>2C>5C>dlj[B]>dlAdrill>2[C]>2πŸ’Ž>2A>2B(1)>πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’Ž
A5A>2C>2A Whiff>Dash 2A>jA>j[B]>jC>Land 2[C]>2πŸ’Ž>2A>2B(1)>πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’Žwhen far, use 2C bounce to dash pick up
A5A(Antiair)>jA>j[B]>Adrill> 2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’ŽAA
B/CB>2C>5C>dlj[B]>dlAdrill>2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’Žvery tight
B/C2B>2C>2A Whiff>Dash 2A>jA>jB>Adrill(h)>2[C]>dl5B>2πŸ’Ž>5A>πŸ’₯>2πŸ’Ž>2C>Bbeam>πŸ’₯>jA>Adrill>πŸ’Žsliiightly more damage but harder
assault B/CAssault jB/jC>5A>2C>5C>dlj[B]>dlAdrill>2[C]>2πŸ’Ž>2A>2B(1)>πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’Žvveeeeery tight
jC/grd brk/counterhit>5A>2C>5C>dlj[B]>dlAdrill>2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’Ž
assault B/C AA>5A>jA>j[B]>Adrill>2[C]>2πŸ’Ž>2A>2B(1)>πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’Žon AA jC or CH assault AA you can do more
66B CH66Bch>Microdash 5A>2C>5C>dlj[B]>dlAdrill> 2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’Žmicrodash 2C is possible
GuruGuru66C>2FF>2A>jA>j[B]>jC> 2[C]>2πŸ’Ž>2A>2B(1)>πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’Žwait to be point blank for 2FF
GuruGuru66C>2FF>2A>jA>j[B]>jC>Land 2[C]>5πŸ’Ž>2A>5B>Bbeam>πŸ’₯> Dash 2πŸ’Ž(h)>Abeam>πŸ’₯>jA>Adrill>πŸ’ŽHard, more damage
Crossup GuruGuru66C>(Crossup)A Fb>2C>5C>dlj[B]>dlAdrill>2[C]>2πŸ’Ž>2A>2B>πŸ’₯>2πŸ’Ž>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’Ž
AA GuruGuru66C(Air hit)>5A>jA>j[B]>Adrill>2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’Ž
Close 2FFClose 2FF>2A>jA>jB>Adrill(h)>2[C]>dl5B>2πŸ’Ž>5A>πŸ’₯>2πŸ’Ž>2C>Bbeam>πŸ’₯>jA>Adrill>πŸ’Ž
>πŸ’₯>πŸ’₯>5A>jA>j[B]>Adrill>2[C]>2πŸ’Ž>2A>2B(1)>πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’ŽπŸ’Ž combos are very peculiar...
corner>πŸ’₯(Corner)πŸ’ŽπŸ’₯>5C>j[B]>Adrill>2C>A Fb>2[C]>2πŸ’Ž>2A>2B(1)πŸ’₯>5πŸ’Ž>πŸ’₯>j[C]>Adrill>πŸ’Ž(harder)
BdrillBdrill>66C>5A>jA>jB>jC>Land jA>j[B]>Adrill>2C>πŸ’Ž
corner Bdrill(Corner)Bdrill(h)>2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]>πŸ’₯>jA>Adrill>πŸ’Ž
BfkBfk>CS(preslam)>Assault dljC>Land jA>j[B]>dlAdrill>2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]πŸ’₯>jA>Adrill>πŸ’Ž
BfkBfk>CS(preslam)>Assault dljA>jC>Land j[B]>dlAdrill>2[C]>2πŸ’Ž>2A>Abeam>πŸ’₯>2πŸ’Ž>(2C)>[Bbeam]πŸ’₯>jA>Adrill>πŸ’Ž

Combo guide 2

Starter > Aerial > Landing > Ender

Starters

These starters all take the place of 2C > 5C in the above 2C combo.

starternote
5A/2A > 2C > 5Cstandard, don't add a B
5B/2B > 2C > 5C
jB/jC > 2C > 5Cif Assault, you'll need to use the jB > (jA >) Adrill for πŸ’Ž combo.
66C > Afb > 2C > 5Chold 6(4?), 6 will be 4 on crossup and give you a Afb. when no cross up, 66C > FF > CS > 5C
5C > FF > CS > 5Cwhen too far for 2C punish, or on unexpected hit
5C > 2C > 5Bless range
5C > 2C > FF > CSless range more dmg
66B (ch) > 2C > 5C66B knocks the opponent down on counterhit, meaning you can follow up with this.

Aerial Routes

(after 5C)

aerialnote
j[B] > jC > AdrillBasic air combo. Works.
j[B] > jC > land > jA > Adrillland > jA increases combo range
dl j[B] > dl Adrilluseful for tight πŸ’Ž combos, or double beam combos
j[B] > jA > Adrill or jA > j[B] > Adrilla bit more leniency than previous
jA > jB > jC > land > jA > jB > Adrillno fragment, good for AA 5A hits.
late jC > land > jA > j[B] > Adrillused for aerial CS combos (Bfk > CS, FF > CS) and random hits
jC > 5C > jA > jB > Adrillsafe for random air hits

Landing

(after Adrill)

landingnote
2A/2C > 2Bfk is the only valid ender
2[C] > 2]B[ > 2A > 2B > 2]C[ > Bbeamstandard πŸ’Ž landing
2[C] > 2]B[ > 2A > 2B(1) > 2]C[2]C[ πŸ’Ž popped by first πŸ’₯. Used for πŸ’Ž starters, or when a combo pops a randomπŸ’Ž
2[C] > 2]B[ > 2A > Abeam > 2]C[ > Abeam/Bdouble beam route. 2A Abeam has a big gap so mind the proration

Ender

endernote
B/C Fkfar oki mid screen, can do lots of safe stuff. Bfk great in the corner, C Fk meh in the corner.
jC > [8]FF > [8]2Cafter 2+πŸ’Ž hits. Holding [8] during FF drags the opponent upward, you get more hits out of Cdrill. It does more dmg than Fk ender and is safe at all proration
jC > AdrillAny aerial route into Adrill after a 2nd πŸ’Ž more or less works. better oki than Bfk midscreen. Get a πŸ’Ž that can be backteched

Basic Combos

combonote
5A > 5B > 2C > 5C > jB > jC > Adrill > 2C > 2B > Bfk (2537)easy combo, at any proration
5A > 5B > 2C > 5C > j[B] > jC > Adrill > 2C > 2]B[ > Bfk (2693)better combo, uses 1 πŸ’Ž
5A (AA) > jA > jB > jC > land > jA > jB > jC > Adrill > 2C > 2B > Bfk (2215)basic AA combo, can connect from AA 66B/66C. Use 2A instead of 2C > 2B with 2A when proration is heavy

Midscreen Combos

Damage values indicate base damage. "+" values indicate bonus damage from Vorpal (CS combos only). Note that slight changes in timing can change the amount of hits your moves do, so expect values to vary in practice.

2C

combonote
(2A/5B/jB/jC >) 2C > 5C > j[B] > jC > land > jA > Adrill > 2[C] > 2]B[ > 2A > 2B > 2]C[ > Bbeam > (Bfk (3240) / [2]8C (4059) / jC > Adrill (3308) / jC > FF > [8]2C (4075))standard πŸ’Ž combo. B/Cfk after Bbeam is hard, you can use 2B instead
(5B >) 2C > 5C > 5FF(whiff) > 9FF > CS > jC > land > jA > j[B] > Adrill > 2[C] > 2]B[ > 2A > Abeam > 2]C[ > Abeam > (Bfk (3973+162) / [2]8C (4923+162) / jC > Adrill (4040+162) / jC > FF > [8]2C (4796+162))A CS version. whiff the grounded 5FF, but hold 9 to make the second (airborne) portion hit

πŸ’Ž

πŸ’₯ > 5C > j[B] > jC > land > jA > Adrill > 2[C] > 2]B[ > 2A > 2B(1) > 2]C[ > (Bfk (3171) / [2]8C (4127) / jC > Adrill (3262))

Bdrill

combonote
Bdrill > 66C > 5A > jA > jB > jC > land > jA > jB > Adrill > 2C > 2B > Bfk (2629) / [2]8C (3240)Standard meterless combo from 66C. 2C > 2B is tight so you can 2A > 2B instead
Bdrill > 66C > FF > CS > jC > land > jA > jB > Adrill > 2C > 2B > Bfk (2895+174) / [2]8C (3506+174)A CS conversion for 0/100% bar.

Bfk

Bfk > CS > 66 dl jC > land > jA > j[B] > Adrill > 2[C] > 2]B[ > 2A > Abeam > 2]C[ > Abeam > (Bfk (3644+152) / [2]8C (4416+152) / jC > Adrill (3629+152) / jC > FF > [8]2C (4385+152))

Corner Combos

Bdrill

[Bdrill] > 2[C] > 2]B[ > 2A > 2B > 2]C[ > Bbeam > jC (Adrill (2780) / FF > [8]2C (3388))

Combo guide 3 (meterless)

Enders

Adrill

Her classic combo ender. Ends in a knockdown and even lets you set up a gem at frame advantage if you mind your proration. Just like always, she can pick up with 2C after the first gem πŸ’₯ for more better damage and stability.

2C

This is another classic ender, but the increase to 2C’s hitbox size means she now has more routes that can end with a 2C knockdown. For example:

Satellus Ender

Try to avoid using 5B, 2B, 5C, or your jump normals more than once when going for this ender.

j[FF]

With the buffs to C Orb, you can end with j[FF] cancelled into C Orb, mostly in the corner. 2C > Bbeam > 5FF into j[FF] > jCfb would be the way to go. You can also link an FF after Satellus to build more meter, though it’s a bit more difficult to pull off.

You can do an air C Fb right after a Satellus ender, too. Go for the j[FF] ender alone if you want damage, and use either the Satellus > jCfb or Satellus > j[FF] enders if you want to build meter. Just remember that you’re in trouble if you drop any of them.

VO

A combo ender that uses a universal mechanic to strip an opponent’s vorpal. Vatista can fit in a VO at the very end of her combo, so keep her damage untouched and end in VO, Bbeam πŸ’₯ > VO, 66B πŸ’₯ > VO, or πŸ’₯ > Gem set πŸ’₯ > VO.

In the corner, you can rack up damage and end in VO while still leaving a gem set for oki.

Combos

5A 2C 5C > j[B] j[8]2A > 2[C] 2]B[ > 2A 5[A] 2]C[~[C] > 5B/2B 5]A[ > ]C[ (Satellus) > ]B[

2AA 2C 5C > jA [8]2[A] > 2[C] 2]A[ > 2A 5[A] 2]C[~[C] > 5B/2B 5]A[ > ]C[ (Satellus) > ]B[

2AAA 2C 5B > j[B] j[8]2A > 2[C] 2]B[~[B] > 2A 5[A] 2]C[~[C] > 2]B[~[B] > 5A ]C[ (Satellus) > ]B[

Assault jC > 2C 5C > j[B] j[8]2A > 2[C] 2]B[ > 2[A] 2B 2]C[ > 2C dl 5B 5]A[ > dl 2C ]B[

Assault jB > 5A 2C 5C > jA [8]2[A] > 2[C] 2]A[ > 2[A] 2B 2]C[ > 2C dl 5B 5]A[ > dl 2C ]B[

A 2C 2B > j[B] jC land jA j[8]2A > 2[C] 2]B[ >2A 5[A] 2]C[ > 2C dl 5B 5]A[ > dl 2C ]B[

A 2C 5C > j[B] j[8]2A > 2[C] 2]B[ > 2[A] 5[B] 2]C[ > 2]A[ > 5[A] ]B[ (Satellus) > ]A[

AA 2C 5C > jA [8]2[A] > 2[C] 2]A[ > 2[A] 5[B] 2]C[ > 2]A[ > 5[A] ]B[ (Satellus) > ]A[

AAA 2C dl 5[B] > dl jC > 2[C] 2]B[ > 2[A] 2[B] 2]C[ > 2]A[ > 5[A] ]B[ (Satellus) > ]A[

2C 5C > j[B] j[8]2A > 2[C] 2]B[ > 2A [6]4[A] > 2]C[~[C] > 5B/2B 5]A[ > ]C[ (Satellus) > ]B[

2C(ch) 5C > j[B] j[8]2A > 2[C] 5]B[ > 2[A] 5B [6]4[B] > dash 2]C[ > 2[C] 2B 2]A[ > dash ]C[ (Satellus) > ]B[

5B 2C 5C > j[B] j[8]2A > 2[C] 2]B[ > 2A [6]4[A] > 2]C[ > 2[C] 5B/2B 2]A[ >]C[ (Satellus) > dash ]B[

πŸ’₯ > 2C 5C > j[B]/jA j[8]2A > 2[C] 2]B[ > 2[A] 2B/5B 2]C[ > ]A[ (Satellus) > ]B[

5A πŸ’₯ > 2C 5C > dl j[B] dl jC > 2[C] 2]B[ > 2[A] 2B/5B 2]C[ > ]A[ (Satellus) > ]B[

πŸ’₯ > 2C 5C > j[B]/jA j[8]2A > 2C Afb > 2[C] 2]B[ > 2[A] 2B/5B 2]C[ > ]A[ (Satellus) > ]B[

5C πŸ’₯ > j[AB] > j[8]2A > 2C Afb > 2C 5B > jA j[B] jC > 2[C] 2]B[ > 2[A] 5B 2]C[ > ]A[ (Satellus) > ]B[

[8]2B > dl 66C > dash 5A > jA j[B] jC > dash 2[C] 2]B[ > 2A 5[A] 2]C[~[C] > 5B 5]A[ > ]C[ (Satellus) > ]B[

[8]2[B] > 2[C] 5]B[ > 2[A] 5B [6]4[B] > 2]C[ > 2[C] 2B 2]A[ > ]C[ (Satellus) > ]B[

2C Aw > dash 2A > jA jB [8]2[A] > 2[C] dl 5B 2]A[ > 5[A] 2]C[ > 2[C] 2B/5B 2]A[ > ]C[ (Satellus) > ]B[

2C 5C > j[B] j[8]2A > 2[C] 2]B[~[B] > 2A [6]4[A] > 2 ]C[ > 66[C] 5]A[ > ]B[ (Satellus) > ]C[

66C 2FF > 2A > jA j[B] jC > 2[C] 2]B[ > 2[A] 2B 2]C[~[C] > 5B 5]A[ > ]C[ (Satellus) > ]B[

66C Afb > 2C 5C > j[B] j[8]2A > 2[C] 5]B[ > 2[A] 5B [6]4[B] > dash 2]C[ > 2C dl 2B 2]A[ > dl 2C ]B[

5A 2C 5C > jB j[8]2A > 2C [4]6[A] > 2[C] dl 2BB 5]A[ > 5BB 2]C[ > walk back VO

2C 5C > jB j[8]2A > 2C [4]6[A] > 2[C] dl 2BB 5]A[ > 5B Bbeam > 2]C[ > walk back VO

B 2C 5C > j[B] j[8]2A > 2C [4]6[A] > 2[C] 5]B[ > 2A 5B Bbeam > 2]C[ > walk back VO

Partitioning!

movecharge time
fb/beam/fk53
drill43

crystal is 61, but cannot partition it anyway.

examples:

2πŸ’Ž takes 26 frames, 43-26=17, so very little charge during Adrill.