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Been a while since I've shared anything here. Granted; I've made potato quality videos over the past half year showing things I've found. 2B>2C>5C>J(B)>A DRILL>2[C]>B5 CRYSTAL>2[A]>5B(B)>C5 CRYSTAL>Backdash>A2 CRYSTAL>DASH C>B2 CRYSTAL>B DRILL/2C (B) DRILL>2[C]>B5 CRYSTAL>2[A]>2B>(B) BEAM>C5 CRYSTAL>Backdash>A2 CRYSTAL>DASH C>B2 CRYSTAL>B DRILL/2C This is a Corner Crystal setup that allows Vatista to partition an up-charge during her Dash C. It also gives her a free mix-up as the explosion from the last Crystal keeps the opponent in blockstun. There are a couple of problems though: Dash C doesn't hit meaty, so your opponent can always reversal, but then you can easily bait that and punish by detonating your Crystals. Also if you set the Crystal after Dash C too late, your B DRILL will connect during the explosion's active frames and mess up your combo. The video also has footage of what happens when you attempt to place 7 Crystals in a combo/blockstring. I worked on this after thesubrosian and Geinonen told me about this. When Vatista performs a B DRILL while she's landing or really close to the ground, she skips the wind up and goes straight into her overhead active frames. This makes double/triple overheads scary and airtight. These are best used when your opponent is GRD broken however. 2C>5C>JB>A DRILL>2C>2 CRYSTAL>B DRILL Another partition setup. If you use your jump cancel, you can partition an up-charge during your 2C OTG. you delay a little bit to gain enough upcharge before you set a 2 CRYSTAL and keep charging upwards. 2C>5B>(no j.c.) JA>JB>A DRILL>2C>5 CRYSTAL>2A>2B>B BEAM>2C>j.c. j. CRYSTAL Vatista can link her JA from 2C>5B without using her jump cancel which allows you to use it later after a 2C OTG/juggle. Safe jumps and gimmicky tricks ensue. PM/Tweet me if you have any questions, comments, or concerns!
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Yes. There are minimal changes from UNIEL to UNIST compared to the entire system overhaul from UNIB to UNIEL. The two main system changes I have noticed are Cross-Cast Veil Off, which is more of a combo/damage tool, and shields negating all chip damage. From what I've seen, many characters approach their matchups the same way. Some characters's tools may have been changed, or they have new routes, but the foundation isn't too different. If you take the time to master your characters in UNIEL now, you should be 80-90% ready for UNIST. Also with the lack of a console release date, I would highly recommend against waiting for that.
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https://youtu.be/TKRv1vWjtaw I made this video to show off some basic applications of using Vatista's charge partitioning mechanics, as well as some physical timers to get a feeling for the 46464646464646. In my opinion, the mechanic is pretty cool, but very unwieldy to use. In addition, there isn't much practical use for it. The best ones are full screen double BEAMS, Assault>A LUMEN, and 2 CRYSTAL>B DRILL , but the reward on everything else doesn't match the execution and the risk you take to pull it off. Hopefully I'm wrong, and this gets people working to find something.
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Needle just confirmed to me that you can XVO in the air. Don't know if that information has already been known however. https://twitter.com/wikivatista/status/615148570920947712
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Here's the one I use: B DRILL [A,C]>5B (1)>A5 CRYSTAL>5[A]>5B>B BEAM>C2 CRYSTAL>2B>A2 CRYSTAL>JC>A DRILL 3019 damage. (2702 if B BEAM misses) Also you can use ...>A2CRYSTAL>B FLASHKICK>2 CRYSTAL 2953 damage. (2666~ if B BEAM misses) The Flashkick ender is preferred imo because the characters you would use this route on don't have the range to challenge your Crystals from the range the Flashkick puts you.
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For those who can read JP, I found a massive list here. http://wikiwiki.jp/vatista/?%A5%ED%A5%B1%A5%C6%BE%F0%CA%F3
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So Vatista can't move during her 2BC. 3BC is also the command for 2BC (obvious but it does kill some combo enders) VATISTA STILL CANT BE COUNTERHIT. https://twitter.com/nine_the_nine/status/603086044246855682?s=09
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Vatista's EX FIREBALL startup has been significantly decreased. https://twitter.com/nine_the_nine/status/602465353558425600?s=09 In the corner Stuff>XVO>EX BEAM>5B>EX FIREBALL>IW
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Someone please confirm my information and add more from the sections I didn't translate. Seems like Crystal charge time is 60f down from 61f. Against Phonon in the corner, B Drill>2C doesn't work. CHARGE PARTITION MECHANICS ARE STILL IN. All of my info has come from 9the9's twitter https://twitter.com/nine_the_nine?s=09
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Just wanted to correct some of Vatista's information. Leviosa (レヴィオーサ) jA+B is her Levitation move. I'm sure this move is listed in UNIEL's command list already, but it might have had its name changed. Her new Force Function move 2B+C has already been listed. New command normal -2B>2B
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The B Crystal>5A (Detonate)>C Crystal> 5A (detonate)> B Crystal xN isn't a true blockstring, but it has some deceptively small gaps that are difficult to mash out. Note if you space it right, many characters have to take very huge risks to get out of it. Some characters can get out with meter, but even Guard thrusts and IWEX will get shut down or fail to hit. Vatista blockstrings are weird because other than 2B and 2C, her normals can hardly be staggered. I often just free style it, mixing Crystal pressure with 5C>delay A BEAM, and classic rebeats. Even if she does get a random hit in, max range pokes are difficult to convert to crystal combos. This is why learning Vatista's 2C>2A (rebeat)>Dash 2A>..... combos are integral to playing the neutral game. Off a CH, a max range 2C can convert into 3k damage + Crystal oki.
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Well in addition to getting matchup experience against Gordeau, Merkava, and Waldstein, I'd say the two matchups you really need to grind are Hilda and Yuzuriha. These matchups are tests of patience since both characters in neutral strip half of your tools. Yuzuriha in general has so many options to get around Lumen and Beam zoning, while her 4B makes Crystal pressure useless. I spend a lot of time in this matchup dash blocking into her slashes. Also restrain yourself from Flashkicking when she's in stance as her dashes, teleports and dodge will all avoid it allowing her to punish for free. Hilda isn't as bad since you do have some options when you have meter. Winning Vorpal is very important because of the meter gain, and the offensive pressure you gain from CSing something like Dash C FF CS. Hilda gets wrecked by corner Crystal pressure, so you should learn that at the very least. Also know that back Spike is plus, down Spike is negative, watch your head, and refrain from pushing too many buttons unless you're in 5A range. For starters, treat 5B similar to a 2B or 5C starter. I treat jB and jC as standing B starters as well (Edit: Need to test this actually; the more I think of about it, I think they are worse than standing B starters, but better than A. Going to test my route options later on. I don't jump forward enough in neutral to optimize it heheh). 5BB I treat as a 2C 5C starter since I believe you can get a double beam combo off of it, but I'm not too sure if it can go into a VO combo due to SMP. You will hardly ever use 5BB in neutral or a blockstring anyhow.
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https://www.youtube.com/watch?v=ycC0H4y89TY&feature=youtu.be Trying to figure out uses for Dash B WHEN THERE'S NO NEED FOR THAT ANYMORE!
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https://www.youtube.com/watch?v=ZWIfoScxQAw&feature=youtu.be Well, I managed to figure out the problem, and almost instantaneously my success rate jumped up to 80%. Embarrassingly enough, the answer to this (as well as every problem in this world) was done in three words: GOTTA. GO. FAST. In short, if the opponent gains any excess elevation during any part of the juggle, then they'll be able to tech before they hit the ground. For the midscreen combo, you have to cancel the 2B>B BEAM immediately after the first or second hit and release your second crystal as soon as possible. This leaves you time to dash up, sweep and set up crystal oki. If done correctly near the corner, you could possibly set up a 4-way mix-up using the crystal explosion to nudge your opponent in either direction. For the corner combo, just make sure you set up Satelles Triangulum as soon as possible during the third crystal explosion, and your opponent won't be able to tech until he hits the ground. The timing for the sweep is weird because the recovery time is long, but all you have to do is mash 2C on your first possible frame and it will hit a majority of the time.
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https://www.youtube.com/watch?v=s2UHpQFjQOA&feature=youtu.be I don't like posting, but this is getting frustrating. I'm working on maximizing damage off of random crystal hits in the corner, and this is the best I can currently come up with. (EX) Flashkick enders don't leave much time to set up crystal oki, and other alternatives deal less damage or put you in a less than ideal position. Hitting the 2C while they fall leaves you ample space and time to get the crystal pressure going without fearing for non-meter reversals; however the timing seems arbitrary. Other than mashing as soon as possible to get the 2C out, does anyone have any tips for making this more consistent?