VatistaBot v1.0
Difficulty Moderate
Focus Optimization And Matchup
Note that UNIST does not save bots separately and it does not save them between uses of the game, you must re-input a bot whenever you restart the game, so we have used much simpler inputs that can be used across multiple characters (it keeps the inputs when switching characters).
This bot has many uses, varying quite a lot by character. The main points of it are based on optimal punishes from difficult spacings, 'zoning' and lunging attack targeting, and some slight awareness of GRD Gauge and Vorpal state. However, not all characters find particular aspects of it to be difficult and one should try to match one's training to the things that result in the most learning. The bot can also shift the lengths or ending of some inputs in order to help shift it toward certain characters to improve their training. Please pay attention to the annotations for the Actions to make your decisions. In general, characters with lunging attacks will want to have more defensive endings and less jumps, characters with horizontal projectile blasts will want more jumps. Characters with long/quick confirmable 5B or 2B are more likely to want a longer Action #4, characters who must punish with 'TK' moves or ranged specials will want a shorter Action #4. Once you are used to your character and style, this bot is useful mostly for keeping your skills sharp or warm-up sessions.
Exactly which moves Vatista does depends slightly on those variants, and on the character she is facing (changes her rhythm) so it is difficult to say exactly what will happen most often in all cases. However, unlike many other bots, the outcome you will get from the inputs can often be understood more precisely by looking at the length of the playback, so it is a lot easier to confirm that she has been changed to the form you want, or to note when she is not working properly.
As of this writing, VatistaBot is unique and does not share all inputs with any other bot. In terms of being able to train against characters other than Vatista after these inputs, it is relatively easy to switch one input to get WaldsteinBot, and the input (Action #2) is also easy to switch back to Vatista's form. Many of her Action inputs can be tested a bit more easily than other bots, but she does have some stricter timings for the durations of Actions.
Gauge Settings
Settings for 1P are VIT Gauge - Varies (see Goals section below), EXS Gauge - Recommended 100% but can set to other values depending on training desire and desired difficulty level.
Settings for 2P are VIT Gauge - "100%", EXS Gauge - 200%
Universal settings: EXS Gauge Default (it does not increase automatically), GRD Gauge - "Default", Health Recovery - "Auto Recovery Off".
Goals
Completing each action gives 1 point. Whenever your opponent is defeated, check your health rating, and set your Health to approximately that value for the next round, and continue your count. Try to get to 10 points without being defeated (if you are, reset your health to 100% and restart your count).
Points System
- A - Optimal/full punish, on her 66C twirl attack
- B - Optimal/full punish, on her 'flashkick' (Luvel Angelus)
- C - Optimal/full punish on her 'divekick' (Transvoranse)
- D - Win Vorpal primarily by playing keepout against Vatista (i.e. primarily let her come to you, no dashing or Assault)
Variants
- To train Meter Awareness, change 1P EXS Gauge to "0%", points are gained in Point System A only for using the correct punish based on available meter (no points gained for punishes that use neither GRD Gauge nor EXS Gauge).
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for ABCD, the punish on 66C must start with a normal or at least a special with followups other than itself
- Hard - Points given for ABD only or BCD only, depending on what you need to work on (just remove the point for whichever of the two punishes is easier for your character)
- Extreme - Points given for BD only, subtract one point whenever you dash or Assault
Special UNISTBot Input Instruction Notes
UNIST starts recordings using the X button/Confirm button on controllers. It begins the recording instantly. However, it will also accept the input that is bound to this button in the Controller Configuration as the first part of the recorded input, if you hold down the button when you start the recording. It also gives you just enough time to hold a direction as well. Use this method to record the inputs. For example, Action #1, change your X/Confirm button to A+B in the Controller Settings, and you should be able to get it to accept 6A+B as soon as possible.
Action #1
Record from far away.
6A+B, 6C (this does Vatista's 66C), optional hidden [9] (otherwise continue to hold 6) end recording before the end of the 66C animation
If your character's projectile attack or lunging attack is mostly lateral, we suggest adding the hidden 9 to increase Vatista's time spent jumping into the air or floating, as it will help her outmaneuver your attacks. If your character tends to use trickery or aerial strikes to 'zone', it may be better without it. Test both and see what is best for your learning.
Action #2
9B [optional: hold B], late hidden [87], optional [41] end recording
This should jump forward much more often than it jumps backward if the recording was not extended. Extending it allows for more 'cautious' and less 'jumpy' play from VatistaBot, which is suggested if your character's 'zoning' or long range attacks are lunges. Holding B until the end and extending the input to around 60 frames total may allow her to put out one of her 'bits'.
Action #3
3C 6C (hold the 6, can hold the C), late (321)4 end recording instantly
The difficulty with this input is a combination of how long to wait before moving to the 4 direction, (normally wait for the beginnings of the opponent's air recovery if they do it) and the speed with which you need to do the optional 321 part of it if you are adding it (only useful or meaningful if you also want to use this bot's inputs for Waldstein, actually). This input can be checked by just replaying it into itself. It should be able to do the EX version of her 'laser' if she has meter, or at least the B version. If it does not, the recording end was too slow or the combo at the beginning was.
Action #4
1B+C (hold the 1, not the B+C though), wait for attack to fully animate, (23(6)) end recording instantly
Not only is the 23 'slide' to 6 direction optional, the 6 direction itself is. The '23' is only needed if you also intend to use this bot's inputs to work with Waldstein. If the 6, or the full 236 is added, she should be able to do B and C versions of Stella Lumen, useful if your character uses lunges to control space, but not as needed if you zone with your own projectiles. How long to hold this input depends on the character type. Lunging strike characters or those who tend to 'react to the opponent being quiet at long range' can hold this input for up to 100f total. Others should try to hold for at least 60f but not much more. It will usually still work even if cut down to 55f total, but may have issues. To test this fully, play it into itself. If it has the 6, the Stella Lumen should be possible. If it does not, she should just remain crouching.
Action #5
6A(+D) 9(hold until end) end recording (before she lands, see below)
This input is difficult because the amount of time spent holding 9 needs to be at least 53f, but because the first input (either a throw or a 6A) hides when she goes into the air, there is no exact way to know when you shifted to 9. Generally we find that if you are 'fast' at it, this input can be 58-62f, if you are slower, it can end up being up to 70-72f. Generally, longer than this will cause a problem (specifically, that she will jump twice during Action #5 with all inputs on, instead of jumping once). In some cases this actually works out well, but it is not recommended and will cause it to fail when training with Waldstein. There is no specific benefit to using A+D for Vatista alone, but it can improve Waldstein.
In-Depth
Still in progress.