GBVS/Vaseraga: Difference between revisions

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{{UnderConstructionDisclaimer}}
{{UnderConstructionDisclaimer}}
===Unique Mechanics===
----
====[[GBVS/Vaseraga#Soul Forge|Soul Forge]] Armor====
Vaseraga can use his unique action, Soul Forge, to gain temporary access to 2-hit armor on his next H-version special or H normal attack. The armor is consumed after use and must be re-applied through another use of Soul Forge.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Vaseraga}} is a mid-range control character with explosive damage and a unique toolkit of armor gimmicks.
| intro = {{Character Label|GBVS|Vaseraga}} is a mid-range control character with explosive damage and a unique toolkit of armor gimmicks.
| pros =  
| pros =  
* '''Very high damage''': [[{{PAGENAME}}#Savage_Rampage|Savage Rampage]] followups and [[{{PAGENAME}}#2H|{{clr|4|2H}}]] grant excellent combo damage especially in the corner.
* '''Good Pokes''': Vaseraga's far normals ([[{{PAGENAME}}#f.L|{{clr|1|f.L}}]],[[{{PAGENAME}}#f.M|{{clr|3|f.M}}]],and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]]) are great pokes that combo into H [[{{PAGENAME}}#Savage_Rampage|Savage Rampage]] at most ranges, and can be canceled into [[GBVS/Vaseraga#Instinction|Instinction]] on block.  
* '''Good pokes''': Vaseraga's far normals ([[{{PAGENAME}}#f.L|{{clr|1|f.L}}]],[[{{PAGENAME}}#f.M|{{clr|3|f.M}}]],and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]]) are great pokes that combo into H [[{{PAGENAME}}#Savage_Rampage|Savage Rampage]] at most ranges, and can be canceled into [[GBVS/Vaseraga#Instinction|Instinction]] on block.  
* '''Consistent Knockdowns''': Vaseraga's {{clr|3|2M}}, [[{{PAGENAME}}#2U|{{clr|2|2U}}]], 22X~{{clr|4|H}}, 22X~{{clr|3|M}}, and [[GBVS/Vaseraga#Great Scythe Grynoth|Great Scythe Grynoth]] (GSG) all provide knockdowns under a diverse set of circumstances which allow him to safely set up Soul Forge or okizeme.
* '''Consistent Knockdowns''': Vaseraga's {{clr|3|2M}}, [[{{PAGENAME}}#2U|{{clr|2|2U}}]], 22X~{{clr|4|H}}, 22X~M, and [[GBVS/Vaseraga#Great Scythe Grynoth|Great Scythe Grynoth]] all provide knockdowns under a diverse set of circumstances which allow him to safely set up Soul Forge or okizeme.
* '''Armor''': Some of Vaseraga's moves can be given limited armor by Soul Forge which enables Vaseraga to punish many options in the mid-range, makes Savage Rampage less risky, and makes punishing jump ins with {{clr|4|2[H]}} much more safe.
* '''Armor''': Some of Vaseraga's moves can be given limited armor by [[GBVS/Vaseraga#Soul Forge|Soul Forge]] which enables Vaseraga to punish many options in the mid-range, makes Savage Rampage less risky, and makes punishing jump ins with {{clr|4|2[H]}} much more safe.
* '''Space Control''': {{clr|4|2H}}, 22X~{{clr|1|L}}, and Vaseraga's Pokes provide good ways to control screen space.
* '''Space Control''': {{clr|4|2H}}, 22X~{{clr|1|L}}, and Vaseraga's Pokes provide good ways to control screen space.
* '''Extra Health''': Like [[GBVS/Ladiva|Ladiva]], Vaseraga has 1000 more health than most characters and 1500 more health than fragile characters such as [[GBVS/Metera|Metera]].
| cons =
| cons =
* '''Slow attacks''': Vaseraga does not have access to a 5f normal, and his normals are generally all 1 to 9 frames slower than the normals of other characters.
* '''Slow Attacks''': Vaseraga does not have access to a 5f normal, and his normals are generally all 1 to 9 frames slower than the normals of other characters.
* '''Reliance on knockdowns'''. A lot of his effective game plan and powerful tools rely on either having set up Soul Forge, or making the opponent blocking or attempting to block.
* '''Reliance on Knockdowns'''. A lot of his effective game plan and powerful tools rely on either having set up Soul Forge, or making the opponent blocking or attempting to block.
* '''Armor loses to Multi-hitting Attacks''': Soul Forge's armor can be beaten by any move that hits 3 times in rapid succession and even some moves that don't, including but not limited to: Most H Fireballs, most H Dragon Punches, and Lowain's H Parry.
* '''Armor Loses to Multi-hitting Attacks''': Soul Forge's armor can be beaten by any move that hits 3 times in rapid succession and even some moves that don't, including but not limited to: Most H Fireballs, most H Dragon Punches, and Lowain's H Parry.
* '''Great Scythe Grynoth''': This command throw (GSG) is very slow, especially the H version, and does not have throw invulnerability. This means that L GSG can often lose to normal throws or to most medium or even heavy buttons. Likewise, H GSG gives the opponent nearly half a second to react and has an obvious animation, audio queue, and yellow flash. Furthermore M GSG has little use because it has less range and sometimes less reward than his primary anti-air normal {{clr|4|2H}} which cannot be blocked by airborn enemies. Additionally L GSG cannot be beformed after a blocked {{clr|3|c.M}} due to pushback coupled with its tiny range.
* '''GSG Issues''': This command throw is very slow, especially the H version, and does not have throw invulnerability. This means that L GSG can often lose to normal throws or to most medium or even heavy buttons. Likewise, H GSG gives the opponent nearly half a second to react and has an obvious animation, audio queue, and yellow flash. Furthermore M GSG has little use because it has less range and sometimes less reward than his primary anti-air normal {{clr|4|2H}} which cannot be blocked by airborn enemies. Additionally L GSG cannot be beformed after a blocked {{clr|3|c.M}} due to pushback coupled with its tiny range.
* '''Lack of a reliable reversal''': Vaseraga lacks a DP-style move with invulnerability, his SBA is slow, and his SSBA has a guard point but not invulnerability. This means Vaseraga can struggle against short range pressure if the oppponent gets in, and getting cornered can be fatal.
* '''Lack of a Reliable Reversal''': Vaseraga lacks a DP-style move with invulnerability, his SBA is slow, and his SSBA has a guard point but not invulnerability. This means Vaseraga can struggle against short range pressure if the oppponent gets in, and getting cornered can be fatal.
}}
}}


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{{Description|7|text=
{{Description|7|text=
Excellent c.M. Pretty solid range, relatively quick, good damage, plus on block, and great value on counter hit or crouching if you can react fast enough.
Excellent c.M. Pretty solid range, relatively quick, good damage, plus on block, and great value on counter hit or crouching if you can react fast enough.
Use this for pressure instead of c.L once you are close enough to the corner to make 2M unnecessary.
}}
}}
}}
}}
<nowiki/>
<nowiki/>
======<span style="visibility:hidden;font-size:0">c.H</span>======
======<span style="visibility:hidden;font-size:0">c.H</span>======
{{MoveData
{{MoveData
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Vaseraga's aerial Unique Action, used only for extremely specific purposes. This move does not normally combo into anything or provide any real advantage (though it can be followed up by c.L or 2L on counter hit). Its purpose is to help Vaseraga avoid damage or punishment during a jump.
Vaseraga's aerial Unique Action, used only for extremely specific purposes. This move does not normally combo into anything or provide any advantage outside of counter-hit. Its purpose is to give Vaseraga the ability to back out of a jump early in order to avoid predictable anti-airs.
*Vaseraga will briefly stall his air momentum, then falls down. The hitbox comes out when he lands.
*Vaseraga will briefly stall his air momentum, then falls down. The hitbox comes out when he lands.
*You can exploit the pause in air momentum to manipulate your fall timing, enabling you to jump over fireballs you wouldn't normally. The most basic technique that utilizes this move is to jump backward then use j.U to prevent a fireball hitting you.
*You can exploit the pause in air momentum to manipulate your fall timing, enabling you to jump over fireballs you wouldn't normally. The most basic technique that utilizes this move is to jump backward then use {{clr|2|j.U}} to prevent a fireball hitting you.
*As a gimmick, you can try to bait an anti-air attempt and whiff punish.
* 0 or -1 on depending on how close you are when the hitbox comes out, and is not cancellable.
* 0 or -1 oB depending on how close you are when the hitbox comes out, and is not cancellable.
}}
}}
}}
}}

Revision as of 06:44, 30 May 2020

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GBVS Vaseraga Portrait.png
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Overview

Vaseraga is a heavy character who intimidates his foes with huge normals, armor, and impressive damage output. Vasaraga swings his weight around like a sledgehammer, crushing all who stand in his way. Despite his daunting appearance, Vaseraga definitely plays a slower, more patient neutral game, especially against characters with strong projectiles or the ability to remain outside of his effective range, such as Ferry and Metera.

"Great Scythe Grynoth! Let your soul shape my blade!"
Lore:This towering Draph warrior belongs to the Society, an organization which hunts primal beasts. He has formed a contract with the seal weapon known as Great Scythe Grynoth.

The intimidating size of his blade and his immunity to pain sap opponents of their will to fight. Though his somber bearing and curt speech can make him seem unapproachable, he is in fact a calm, kind person who will always go out of his way to help those in need.

His indomitable spirit, raw physical might, and inability to feel pain make for an overwhelmingly aggressive fighting style. Opponents are advised to approach with extreme caution.
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.

Unique Mechanics


Soul Forge Armor

Vaseraga can use his unique action, Soul Forge, to gain temporary access to 2-hit armor on his next H-version special or H normal attack. The armor is consumed after use and must be re-applied through another use of Soul Forge.


 Vaseraga  Vaseraga is a mid-range control character with explosive damage and a unique toolkit of armor gimmicks.

Pros
Cons
  • Good Pokes: Vaseraga's far normals (f.L,f.M,and f.H) are great pokes that combo into H Savage Rampage at most ranges, and can be canceled into Instinction on block.
  • Consistent Knockdowns: Vaseraga's 2M, 2U, 22X~H, 22X~M, and Great Scythe Grynoth (GSG) all provide knockdowns under a diverse set of circumstances which allow him to safely set up Soul Forge or okizeme.
  • Armor: Some of Vaseraga's moves can be given limited armor by Soul Forge which enables Vaseraga to punish many options in the mid-range, makes Savage Rampage less risky, and makes punishing jump ins with 2[H] much more safe.
  • Space Control: 2H, 22X~L, and Vaseraga's Pokes provide good ways to control screen space.
  • Slow Attacks: Vaseraga does not have access to a 5f normal, and his normals are generally all 1 to 9 frames slower than the normals of other characters.
  • Reliance on Knockdowns. A lot of his effective game plan and powerful tools rely on either having set up Soul Forge, or making the opponent blocking or attempting to block.
  • Armor Loses to Multi-hitting Attacks: Soul Forge's armor can be beaten by any move that hits 3 times in rapid succession and even some moves that don't, including but not limited to: Most H Fireballs, most H Dragon Punches, and Lowain's H Parry.
  • GSG Issues: This command throw is very slow, especially the H version, and does not have throw invulnerability. This means that L GSG can often lose to normal throws or to most medium or even heavy buttons. Likewise, H GSG gives the opponent nearly half a second to react and has an obvious animation, audio queue, and yellow flash. Furthermore M GSG has little use because it has less range and sometimes less reward than his primary anti-air normal 2H which cannot be blocked by airborn enemies. Additionally L GSG cannot be beformed after a blocked c.M due to pushback coupled with its tiny range.
  • Lack of a Reliable Reversal: Vaseraga lacks a DP-style move with invulnerability, his SBA is slow, and his SSBA has a guard point but not invulnerability. This means Vaseraga can struggle against short range pressure if the oppponent gets in, and getting cornered can be fatal.


Normal Moves

c.L
c.L
GBVS Vaseraga cL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Close range jab. Slower than typical c.L moves

c.M
c.M
GBVS Vaseraga cM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Excellent c.M. Pretty solid range, relatively quick, good damage, plus on block, and great value on counter hit or crouching if you can react fast enough.

c.H
c.H
GBVS Vaseraga cH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Extremely damaging c.H but is equally slow. Very rarely used in any situation that isn't combo filler. Charging this move doesn't change any of its properties, however if you have Soul Forge active, the armor will cover you as long as you hold the button (this goes for all charged H normals). One of only two moves that combo into 214L on normal hit, leading to some pretty strong combos.

Auto Combo
Auto Combo
GBVS Vaseraga cXX.png
GBVS Vaseraga cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
XX
XXX

Nothing too special about these normals. They can be used to set up frame traps with some specials or used to adjust height in juggles, but nothing is too special about them otherwise. Mostly combo and blockstring filler.

f.L
f.L
GBVS Vaseraga fL.png
Your first choice of attack in most footsies situations
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

An excellent poke and one of Vaseraga's best attacks. Great range, damage, and recovery. It is highly safe to press f.L at its optimal range and, despite being only +1 block, can often be used successively due to outranging the opponent's quicker pokes. Combos into itself on CH for easy confirms, and can combo into 22H on any hit.

f.M
f.M
GBVS Vaseraga fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

A slower f.L with slightly more damage and range, but much worse on block and whiff. While it's hard to find links using this move, you do get substantially more damage on counter hit than you do with f.L, so this is mainly used as either a punish button or a ranged poke when you know f.L won't hit.

f.H
f.H
GBVS Vaseraga fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

High commitment poke with huge range and damage.

  • Can be charged to manipulate timing. Soul Forge armor will activate during a charged attack.
  • There is no damage or frame data benefit from charging.
  • Hits from round start distance, so you can sometimes bully aggressive round start options.

2L
2L
GBVS Vaseraga 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Vaseraga's fastest normal. Surprisingly good hitbox considering the animation. Not nearly as good of a setup tool as c.L or c.M, but you'll probably use this primarily on abare or some weird combos that need specifically a 6 frame button. Hard to combo after but does gatling into c.L if you're close enough.

2M
2M
GBVS Vaseraga 2M.png
Singin' in the Rain
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

2M serves as Vaseraga's practical sweep, as opposed to his 2U input which is used more for poking.

2H
2H
GBVS Vaseraga 2H.png
Oh, you gonna die, baby~!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Vaseraga's monster of an anti air.

  • Excellent hitbox with one key flaw: it does not cover directly above you. This makes it unable to prevent cross-ups or well-spaced super jumps.
  • Always combos into 22L -> L regardless of counterhit.
  • On counterhit, can be confirmed into the highest damage combos in the game.
  • High hitstun in combos allows you to combo 22X -> H
  • Can be charged and doing so will activate Soul Forge armor. This feature combined with Vaseraga's small hurtbox during startup allows 2H to be used to call out certain DPs when spaced.

2U
2U
GBVS Vaseraga 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Slow sweep with extremely long range. Gives a good knockdown but the slow startup makes it a poor choice at close range. Great for long ranged pokes, especially since you can cancel it into L Battalions of Fear to close the gap or Savage Rampage to set up some pressure.

Air Normals


j.L
j.L
GBVS Vaseraga jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Large vertical hitbox and short startup makes this useful for safejumps or scrambles. Has a persisting hitbox but can only hit once per jump.

This is the only air normal that will hit behind Vaseraga during a cross-up.

j.M
j.M
GBVS Vaseraga jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Vaseraga's primary jumping attack, with large horizontal range. Quick startup for it's range allows for easy whiff punishes.

j.H
j.H
GBVS Vaseraga jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

The hitbox starts below Vaseraga but extends far upward. While you will usually opt for j.M, this attack can replace it at closer range for higher damage confirms. In specific matchups this can help prevent an opponent's jump-out attempt as you approach.

j.U
j.U
GBVS Vaseraga jU.png
You'd think Vaseraga landing on someone would do more damage
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Vaseraga's aerial Unique Action, used only for extremely specific purposes. This move does not normally combo into anything or provide any advantage outside of counter-hit. Its purpose is to give Vaseraga the ability to back out of a jump early in order to avoid predictable anti-airs.

  • Vaseraga will briefly stall his air momentum, then falls down. The hitbox comes out when he lands.
  • You can exploit the pause in air momentum to manipulate your fall timing, enabling you to jump over fireballs you wouldn't normally. The most basic technique that utilizes this move is to jump backward then use j.U to prevent a fireball hitting you.
  • 0 or -1 on depending on how close you are when the hitbox comes out, and is not cancellable.

Unique Action

Soul Forge
Soul Forge
5U High risk, higher reward Keep this up as much as possible
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Activates an aura that gives 2 hits of armor on specific moves. Can be safely used after a knockdown before applying okizeme.

The two hits of armor are activated on any of the following skills or attacks:

  • Charged grounded H attacks. You can still use them and preserve the armor buff so long as you don't charge them.
  • Soul Forge itself
  • Battalions of Fear (M/H)
  • Savage Rampage (including follow-up Skills and March)

Soul Forge itself is, in fact, one of the strongest moves to use the armor buff on, as it leads to a full c.H confirm upon successful hit at close range, whether it counters or not -- not to mention it also reapplies armor immediately. It requires a counter-hit to combo on jumping confirms, but it is air unblockable. Combined with 2 hits of armor makes it a effective anti-air when 2H won't cut it.

The startup until Soul Forge becomes armored is 5F. This is a critical aspect of Vaseraga's matchups, because his fastest jab, 2L, is only 6F.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Vaseraga Throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Air Throw
Air Throw
GBVS Vaseraga AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Overhead Attack
Overhead Attack
GBVS Vaseraga OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Special Moves

Instinction
InstinctionGBVS Fireball.png
214X or 5S "Not Banishing flat but it will do"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Fires a ground projectile that travels about half the stage, causing significant knockback to the foe upon landing.

The light version of the move can be used to control spacing very well in tandem with your long range pokes.

The H version is beaten by almost every other H projectile in the game, but is an effective pressure reset since it's so plus.

M and H Versions Initiates the skill with a quick close range slash attack.

Battalions of Fear
Battalions of FearGBVS Tackle.png
[4]6X or 6S Sundering Claws?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L

Charges forward with a tackling attack.

The L version of Battalions is fast enough to be used as an ender in certain corner combos, or can be used after certain knockdowns in order to quickly get in top of the enemy before they get up so you can apply okizeme to them.

  • +9 oB if you hit on last active frame
M

Briefly delays before charging forward with a tackling attack. This version can be enhanced with Soul Forge armor.

Medium Battalions is very unsafe on block if you are close to the opponent, so you are best off using this as a counter to a slow poke from the enemy when you have armor ready.

H

Briefly delays before quickly forward with a tackling attack. This version can be enhanced with Soul Forge armor.

  • H Battalions travels the farthest of all versions.
  • Although H Battalions is less unsafe than M Battalions, it is still fairly negative on block and you will be giving up your turn if you use it and are blocked and at best is only +7 oB if you hit on last active frame

Great Scythe Grynoth
Great Scythe GrynothGBVS Throw.png
632146X or 4S YEET!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L

Grabs the opponent using Grynoth and throws them fullscreen.

The L version has a rather small hitbox, so make sure you're point blank before using it. This can be done by pushing your opponent after you've knocked them down or by canceling Savage Rampage's steps into this with proper timing.

M

M Great Scythe is an anti-air command grab. The range is small so you have to be very confident in your spacing when you choose to use this, especially given the massive range of 2H.

H

Grabs the opponent using Grynoth and throws them fullscreen.

The H version of Great Scythe slides forwards before the command grab becomes active. This move does not benefit from Soul Forge armor, so the enemy must be conditioned into blocking before you use it.

Savage Rampage
Savage RampageGBVS Prep.png
22X or 2S Me going to the kitchen to eat shredded cheese at 3 AM

Initiates vaseraga's Savage Stance which can be followed up with additional inputs or canceled with 44.

  • Stance followups will auto correct if the opponent jumps over or rolls through Vaseraga.
  • Great Scythe Grynoth can be used during Stance.

22L transitions to Stance in place.

  • L Savage Rampage is useful in anti-air combos because it allows him to follow up after 2H without putting Savage Rampage on cooldown, and does not move Vaseraga away from the enemy like H version does.

22M takes a slight step backwards while transitioning.

  • M Savage Rampage has limited use in combos because it moves Vaseraga away from the enemy, but it is useful in neutral since he can out-range many pokes with his followups.

22H immediately begins the 66 stomps after the move begins. This can be canceled into followup moves before any stomps come out.

  • H Savage Rampage is often used as combo filler because many moves combo into 22H~H which grants a knockdown and leaves Vaseraga close to the enemy for strong okizeme.

Savage Rampage Follow-ups
Savage Rampage Follow-ups Rising Slash Sweeping Slash Crushing Strike Ravaging Stomp

Great Scythe Grynoth
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Rising Slash
Savage Rampage > L

Swings Grynoth in a high slash, hitting both airborne foes and those standing nearby. This move does not hit crouching foes. If done from EX stance 22H, it's +8 on block.

Sweeping Slash
Savage Rampage > M

Swings Grynoth in a low sweep, knocking down any standing foes nearby. This move can be used to catch a foe attempting to back out range. If done from EX stance 22H, it's safe on block at -4.

Crushing Strike
Savage Rampage > H

Swings Grynoth in a vertical downward slash, causing guard crush when fully charged.

22H~H is a very important part of Vaseraga's kit. The move is hard to punish on block and can be granted armor by Soul Forge. These properties encourage the enemy to attempt to poke out of it in order to avoid the guard crush, which you can punish by releasing the button to hit them before they break your armor. The move is also prominently used as filler in his corner 214X loops, and as an ender in the corner BnB combo. Effective use of this move is essential for Vaseraga players.

  • Causes groundbounce on hit, allowing for a combo afterwards.
Ravaging Stomp
Savage Rampage > U

Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will soak many hits. This followup is significantly more unsafe on block than the H followup, a property that when combined with its unique armor property, means that it is intended to be used as a bait and punish against enemy reversals when you do not already have armor ready.

March
Savage Rampage > 66

Vaseraga marches forward hitting with each slow step. The slow speed of the steps combined with their low hitstun means that the steps of march will not combo into each other on block or on hit.

Cancel
Savage Rampage > 44

Vaseraga exits stance to his normal state.

Great Scythe Grynoth
Savage Rampage > 632146X or 4S

Although not technically a followup, Great Scythe Grynoth can be used while in Savage Rampage stance. See the move entry for Great Scythe Grynoth for further information on that move.

Skybound Art

Bloody Moon
Bloody Moon
236236H or 236S “Will you live, or will you BREAK?” S P E E E N
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Charges forward with a powerful advancing attack. This skill has invincibility properties and advances considerably forward, great for punishing pokes and other attacks. If connected at close range, Vaseraga will perform an enhanced version for increased damage.

Super Skybound Art

Aftermath
Aftermath
236236U or 236S+U
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Unleashes a moderately sized vertical burst attack, sending any foes caught in it flying. has armor during the start-up, making it effective at close-range defensively and offensively. However, hitbox is smaller than it appears, especially horizontally, making this super difficult to use in neutral or as a reversal option. Is a poor reversal compared with Bloody Moon, as the armor on the move's start-up is treated the same as blocking an attack. This means that if their button was fast enough the opponent can dodge to avoid the Vaseraga's super and get a significant punish.

Roadmap

Navigation

To edit frame data, edit values in GBVS/Vaseraga/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.