SoWL Posted August 30, 2014 Posted August 30, 2014 Note that you can see which button Vatista released to place the fragment from the word she says. Primum = A Secundum = B Tertium = C
BlankM Posted August 30, 2014 Posted August 30, 2014 So what combos are people doing off random fragmentum hits? Seems like a pretty poor starter, so I just go into jB jC [8]2A 2C > B Fragment > 2A 2B > [2]8C. Or slightly more damage jB jC 2C > B Fragment > 2A 2B > C Fragment > [2]8C. Around 3.7k damage. Anyone got more? Can you 2C off of it and go for the diamond burst maybe? Edit: Actually standing C Fragment > jC FF > C Drill ender seems to be best for damage I have atm. Around 3.8-4.1k.
choysauce Posted September 1, 2014 Posted September 1, 2014 I've been studying alot of matches from chainshift.com's database of vatista matches. Mainly been taking from Atepo. But here's some cool blockstrings/pressure setups i've seen from the vids 2[A] > 5B > 5C > 2C > 2/5]A[ 2A~B~A > 2A > 2A > 2C > 2/5]B[ 66C > 2/5]A[ > j.A > HI/LO mixup 66C > FF > [6]4C j.[4]6[A] > 66C or dash > 2/5]A[ [A] > 2[A] > 66xx2 2[A] > 5B > 5C > 2C > 2/5]A[ > 2]A[ > 9j.A (explode) > j.Axx[8]2B (midscreen, single jump double overhead) 2C > CS > HI/LO mixup mid combo 2C > 5C > j > [8]2A > 2[C] > 5]B[ > 2A > [6]4B > 2]C[ > 2C > 5C > [4]6C > 9j > HI/LO mixup corner combo 2[C] > 2]B[ > 2[A] > 2B > 5]C[ > 44 2]A[ > 5A~[C] > 5A Alternating Bomb Pressure
Keech Posted September 1, 2014 Posted September 1, 2014 Atepo@ playing: http://www.youtube.com/watch?v=Hj6VpLQwjlU http://www.youtube.com/watch?v=xHL3en-now4 http://www.youtube.com/watch?v=QSi0hDSAn0o http://www.youtube.com/watch?v=9_tFileKF1g http://www.youtube.com/watch?v=WpDvHYz5KPc http://www.youtube.com/watch?v=_eR0FyWjuTI http://www.youtube.com/watch?v=1OiyrG-pylY http://www.youtube.com/watch?v=P8N52LggANM
SoWL Posted September 1, 2014 Posted September 1, 2014 A random thing I noticed is that sometimes, after Vatista shoots the aerial Lumen Stella, she jumps forwards rather than backwards. Unfortunately, I couldn't replicate it in training mode, so now I wonder if it's a bug or something you actually can do reliably (I'd love to). Anyone else experienced anything like that?
Complexity Posted September 2, 2014 Posted September 2, 2014 [4]69a and she jumps forward. Harder to do from crouching since flash kick might come out.
Naa Posted September 2, 2014 Posted September 2, 2014 Some Notes: BnBs: 2C>5C>jB>jC>[8]2A>2C>[2]8B or 2C>5C>j>jC>[8]2A>2[C]>2]B[>2A>2B>2]C[>[2]8B [8]2B>66C>5A>jA>jB>jC>jA>jB>[8]2A>2C>[2]8B or in corner [8]2B>5A>5B>jB>jC>jA>jB>JC>[8]2A>2C>[2]8B or in corner [8]2B>5A>5B>jB>jC>FF>[8]2C>[2]8B (100 meter) ..[2]8B(while falling)> - [4]6A>6D - [4]6A/B - 6D Blockstring Resets/Mixup: To get to In-Phase: (j)6D(Crossup)>jC> - j[8]2B (high) - jC(Crossup) - 2C (low) - Throw 66C> - (Crossup)>[4]6B - FF - CS - 2]A/B/C[ (Fragment) After (j)6D(Crossup)>jC>(jC(Crossup)>) or 66C(Crossup)>[4]6B> or 66C>CS/2]A/B/C[> use 2C[4]>5C>5B> to safely transition to Out-Phase: 5[A](whiff)> - 66C>2]A[ (Fragment) [4]A(whiff)> - [4]6A>2C>5C>2]B[ (Fragment) - (j)6D(Crossup) - 66C To get back to In-Phase. Use 5A while zoning to charge! Gain GRD through Concentration(D) behind Fragments! High: jA, jB, [8]2B Low: 2C Reversal: If you get to block low for 53 frames, [2]8A Easy combo in VO: 66C>FF>[8]2C>CS(on ground)>[6]4C>IW Edit: Changed some stuff, hope it's not too complicated.
choysauce Posted September 2, 2014 Posted September 2, 2014 A random thing I noticed is that sometimes, after Vatista shoots the aerial Lumen Stella, she jumps forwards rather than backwards. Unfortunately, I couldn't replicate it in training mode, so now I wonder if it's a bug or something you actually can do reliably (I'd love to). Anyone else experienced anything like that? [4]69a and she jumps forward. Harder to do from crouching since flash kick might come out. Wow, I've never seen what this looks like, but this could be super useful against Hilda. (I HATE HILDA X.X) Also seems useful for a surprise escape from someone approaching you close to the corner.
SoWL Posted September 2, 2014 Posted September 2, 2014 Wow, I've never seen what this looks like, but this could be super useful against Hilda. (I HATE HILDA X.X) Also seems useful for a surprise escape from someone approaching you close to the corner. The way I wanted to use it was to Lumen Stella after [2]8B (while you're falling down to the ground, you know, the usual thing) and just get in faster. I've played some Akatsukis who love to just shoot the Stella down with their fireball, and it might be possible to punish them for it if you jump over it like that (haven't tested that yet, though). EDIT: Seems like you can't do that after Flash Kick. Maybe because you don't actually jump, so you don't get any forward momentum?
choysauce Posted September 2, 2014 Posted September 2, 2014 The way I wanted to use it was to Lumen Stella after [2]8B (while you're falling down to the ground, you know, the usual thing) and just get in faster. I've played some Akatsukis who love to just shoot the Stella down with their fireball, and it might be possible to punish them for it if you jump over it like that (haven't tested that yet, though). The thing about this setup is that it seems faster and safer to do the lumen stella right out of the flashkick as you're falling into assault. But in the neutral game this jump forward > lumen stella could be very useful
Complexity Posted September 3, 2014 Posted September 3, 2014 It only works if you are on the ground since this game has no double jump. Don't do it up close you can be 5a-ed out easily.
Naa Posted September 3, 2014 Posted September 3, 2014 It doesn't look like a jump, though. I've only seen it after the aerial version of lumen stella and directly after the shot she hurls forward.
dere Posted September 3, 2014 Posted September 3, 2014 If it's close to the ground then it's probably a TK9 air lumen which keeps the momentum of the forward jump (which I think is what Complexity was saying), otherwise maybe share a video link?
choysauce Posted September 5, 2014 Posted September 5, 2014 I'm not seeing a good use for the TK9 lumen. the distance that vat travels forward is pretty insignificant and it only works for the A version. The only thing I can think of to use for it is to counter a low or throw attempt midscreen/cornering opponent. Then you might be able to get a cool combo since you're closer when it hits. The risk of messing up the execution for the reward doesn't seem worth it to me
SoWL Posted September 6, 2014 Posted September 6, 2014 Another useless gimmick that I found is that standing Fragment cannot be activated with standing normals, but since it floats up and down, you can wait a bit and activate it with 5B. Not sure if it has any use, though.
FerrellJ Posted September 6, 2014 Posted September 6, 2014 Another useless gimmick that I found is that standing Fragment cannot be activated with standing normals, but since it floats up and down, you can wait a bit and activate it with 5B. Not sure if it has any use, though. I thought that was just the expanded hitbox of 5BB. You can hit it with a single 5B? If that's the case, it could be useful if the "float" pattern is based on when it was set, I guess.
Nobus3r1 Posted September 7, 2014 Posted September 7, 2014 I'm hoping that a decent number of Lolimaiko's matches from West Coast Warzone got recorded. From what I saw of his stuff his neutral and combos aren't as clean as Japanese players or even BrkrDave but good lord was his corner fragment pressure relentless. Really interested in seeing more from him.
WhattayaBrian Posted September 7, 2014 Posted September 7, 2014 Speaking of corner pressure... Does anyone have any advice for what to do for corner pressure/oki with Vatista? I'm pretty bad at the game, so something like "use steins" isn't going to be that helpful for me: actual blockstrings that I can practice would be great.
ScopeyDoo Posted September 7, 2014 Posted September 7, 2014 These are some of the block strings I use both mid-screen and in the corner For reference [x] means hold and ]x[ means release 2A, 2B, 5B, 2C, 5C, [4]6A/B You'll want to start to hold back as you press 2A so it's technically 1A, 1B, 4B, 1C, 4C This is pretty decent as the A Orb will allow you to reset pressure or back away depending on the situation. The B orb will keep you safe after the pressure at the cost of outright ending it. Depending on the character you're fighting you'll want to do [4]6B over [4]6A. For example at some ranges Gord can use 3C to slide under the orb and get a combo. The characters I know you should use the B version on are Gord, Eltnum and Byakuya. (I don't get to play other characters very often so that's all I know) If you find that you hit from 2A, 2B or 5B you can then do: (2A, 2B, 5B,) 2C, 5C, j, jC, [8]2A, 2C, 2]B[ for an easy combo and the option to restart pressure by popping the gem. If you hit them with 2C a lot more options are open to you depending on how confident you are. Some examples: 2C, 5C, J, JC, [8]2A, 2C, 2]B[ (Easy) 2C, 5C, JA, J, [8]2A, 2[C], 2]B[, 2A, 2B, 2]C[, J, JC, [8]2A, 2]B[ (Medium) 2C, 5C, JA, J, [8]2A, 2[C], 2]B[, 2A, 2B, 2]C[, 2B, [2]8B/C (Medium) 2C, 5C, JA, J, [8]2A, 2[C], 2]B[, 2A, [6]4A, 2]C[, J, JC, [8]2A, 2]B[ (Harder) 2C, 5C, JA, J, [8]2A, 2[C], 2]B[, 2A, [6]4A, 2]C[, 2B, [2[8B/C (Harder) If you're in the corner you can also do these two additional combos 2C, 5C, JA, J, [8]2A, 2[C], 2]B[, 2A, 2B, 2]C[, jump and hold up and as you touch the floor either 2C, [8]2B or grab. This set up is nice as it doesn't allow your opponent to punish [8]2B if it's blocked. 2C, 5C, JA, J, [8]2A, 2[C], 2]B[, 2[A], 2, 2]C[(as the gem is leaving re-hold C), back dash, 2]A[ This setup allows you to do Gem pressure which can be quite nice if the opponent doesn't know how to react to it Gem pressure is done like so: 2]A[, 5A, 2]B[(as the gem is leaving re-hold B), 5A, 2]C[(as the gem is leaving re-hold C), 5A, 2]B[ repeat as needed. The other Pressure I use is 2A, 2A, 2[A], 2B, 5C, 2C, 2]A[ You can then pop the gem with 5A or 2B and it will beat a lot of 2A/5A mashes. If they continue to block your options are: Continue to pressure, use rising 9A to pop the gem and then a falling 9A to hit the opponent after which you can choose to do a [8]2B for a overhead or 2C for a low, run up grab (Not too often) or back dash away. There are other options as well so you can experiment and find more. This set up outright beats Gord's 3C if you pop the gem but loses to Bayakuya's 2B and I think Eltnum's 2C beats it as well. (Probably other characters can beat it but I don't know which :P) Against characters that can hit you as you pop the gem it's best to pause for a moment while crouch blocking to see if they do anything before using 5A/2B to set off the gem. Honestly I don't know if these block strings are actually good or not. They're just what I've been using. Also sorry for any inaccuracies.
choysauce Posted September 9, 2014 Posted September 9, 2014 Another useless gimmick that I found is that standing Fragment cannot be activated with standing normals, but since it floats up and down, you can wait a bit and activate it with 5B. Not sure if it has any use, though. 5BB will activate the standing steins. the hitbox for the 2nd B expands and makes it hit at all heights of the floating stein. Yeah LoliMaiko is definitely the best American Vatista i've seen so far, in terms of tech. His utilization of steins is way better than anyone I've seen
SoWL Posted September 9, 2014 Posted September 9, 2014 I know 5BB activates standing steins, I was talking about activating them with 5B. Though I suppose it doesn't make that much of a difference in the end.
Master Chibi Posted September 9, 2014 Posted September 9, 2014 What do you guys versus Merkava and Gordeau? Gordeau is a bit easier to deal with but Merkava's mobility messes me up something fierce. Too many moments in the match where I'm looking at what happened and going 'WHY THE HELL DOES THAT WORK FOR HIM' lol
choysauce Posted September 12, 2014 Posted September 12, 2014 What do you guys versus Merkava and Gordeau? Gordeau is a bit easier to deal with but Merkava's mobility messes me up something fierce. Too many moments in the match where I'm looking at what happened and going 'WHY THE HELL DOES THAT WORK FOR HIM' lol This should probably be in the match up thread but here's my take I feel like Vatista does really well against Merkava. She has great options from far away that won't get beat by his TOO LATE grab (air lumen and laser). you can match his height with j.A+B and laser/assault him. flashkick on reaction to his overheads. Flashkick or EX drill vs his EX noodly whippy arms. the mid range game is where you'll probably have trouble vs him. Steins don't seem too effective in this matchup since he can hit you out of them pretty easily with his long limbs. one thing to watch out for is EX TOO LATE since it will grab you out of any aerial attacks you've done, (probably air lumen). bait it with j.A+B so he wastes 100 meter. As far as the GRD war goes. if you can take a little life off of him you can stay full screen and just charge, he'll have to come in since you can always block TOO LATE on reaction. Once you get vorpal you can just start chucking plasma again
SoWL Posted September 15, 2014 Posted September 15, 2014 I'm in the process of grinding down some combos, and it feels amazing to combo two Fragments in a row on pad (I didn't even have to remap any buttons!). However, I still don't understand how I'm supposed to combo the laser into flash kick: if I turn the stick from 3 to 1, Vatista does not shoot the laser, but if I turn it to 4, then she shoots it just fine. And of course, if I try to charge the flash kick after the laser, there's no way for it to come out in time. Feels like I'm doing something fundamentally wrong here. I'm also having some problems with flash kick CS combo, but that might be just because I'm tired: I did it from, like, second try, but then spent about half an hour trying to do it again and failing miserably. Still, I'd appreciate any tips on this one, too. I'm referencing these combos, by the way: http://wiki.mizuumi.net/w/Under_Night_In-Birth/Vatista#Midscreen_Combos
Celerity Posted September 15, 2014 Posted September 15, 2014 I'm in the process of grinding down some combos, and it feels amazing to combo two Fragments in a row on pad (I didn't even have to remap any buttons!). However, I still don't understand how I'm supposed to combo the laser into flash kick: if I turn the stick from 3 to 1, Vatista does not shoot the laser, but if I turn it to 4, then she shoots it just fine. And of course, if I try to charge the flash kick after the laser, there's no way for it to come out in time. Feels like I'm doing something fundamentally wrong here. You should be fine as long as you start charging immediately, but if it helps, you can use the game's input buffer and do it like: [3]4[1]B > 8B, only going to 4 for a brief moment. I'm also having some problems with flash kick CS combo, but that might be just because I'm tired: I did it from, like, second try, but then spent about half an hour trying to do it again and failing miserably. Still, I'd appreciate any tips on this one, too. Buffer the CS early (you have a long time to do this), then buffer the 66 while she's still in the CS animation, then you just have to time j.C as late as possible to continue with land > j.9A > standard route. BTW, how are you doing all of her negative edging on pad without remapping your buttons? I can't physically do anything that requires pressing square+circle or X+triangle at the same time, so I had to remap C to a shoulder button. You must be a god.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now