GBVS/Vaseraga

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Overview
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.
Voice:English: SungWon Cho/Japanese: Fumihiko Tachiki

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

Pros
Cons
  • High Damage Output: Savage Rampage followups and 2H grant excellent combo damage especially in the corner.
  • 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.
  • Strong Command Throw: Vaseraga's Great Scythe Grynoth is a potent command throw that can also be used during Savage Rampage. This can put the opponent into very messy situations.
  • Space Control: 2H, 22X~, and Vaseraga's Pokes provide good ways to control screen space.
  • Button Priorities: Vaseraga has better priorities compared to the rest of the cast, giving him better chances in challenging his opponent's buttons.
  • High Health: Tied with Ladiva for highest health in the game. Combined with his armor, this enables Vaseraga to survive more punishment and take more potentially rewarding risks.
  • Slow Movement Speed: Vaseraga's walk/run speed are the slowest in the game. This can make it hard to catch your opponent in certain situations.
  • 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 DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motions, and Lowain's H Parry.
  • Lack of a Reliable Reversal: Vaseraga lacks a DP-style move, his Skybound Art is slow, and his Super Skybound Art has a guard point without invulnerability. This means getting cornered can be fatal.


GBVS Vaseraga Nameplate.png
GBVS Vaseraga Portrait.png
GBVS SoulForgeIcon.png Soul Forge ArmorA property which lets a move continue when hit by a set number of moves (usually taking reduced damage).
Vaseraga can use his unique action, Soul Forge, to gain temporary access to 2-hit armor on specific attacks. Moves which can be granted armor with Soul Forge will have an icon next to their Name GBVS SoulForgeIcon.png. The armor from Soul Forge is consumed after use and must be re-applied through another use of Soul Forge. As of 2.01, Vaseraga gets to move before the opponent when armoring through attacks, making it much more potent to blow through multi hit attacks/fireballs compared to before.

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 but more plus.

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. In patch 2.01, the pushback was reduced. Making it easier to tick throw with and making combos more consistent.

c.H
c.H GBVS SoulForgeIcon.png
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. 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 or [4]6M on normal hit, leading to some pretty strong combos. This normal has a massive amount of blockstun, which makes it one of the safest ways on going into Savage Rampage without using the EX version.

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 SoulForgeIcon.png
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.
  • As of patch 2.01, f.H is 2 frames faster. Making it 17 frames.
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 cancel 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. This is one of Vaseraga's best starters midscreen, especially on counter hit.

2H
2H GBVS SoulForgeIcon.png
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 and cover more options when people are jumping at you.
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 its 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 GBVS SoulForgeIcon.png
5U High risk, higher reward
GBVS SoulForgeIcon.png
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. Attacks hitting Vaseraga while he's armored will have damage reduced by 50%.

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
GBVS Vaseraga BackThrow.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
Instinction GBVS 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. L/M fireballs do not knockdown without counter hit.

The light version of the move can be used to control spacing very well in tandem with your long range pokes. The medium version is faster than the light version, allowing you to check certain responses in situations where the light version is too slow.

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. The slash attack launches opponent on hit, giving a knockdown on the M version where it normally wouldn't.

Battalions of Fear
Battalions of Fear GBVS 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 GBVS SoulForgeIcon.png

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. As of patch 2.01 it doesn't go as far forward, but has more pushback on block. Making it a safer option at more ranges.

H GBVS SoulForgeIcon.png

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 Grynoth GBVS 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.

A standard command throw. It's slower than Ladiva's command throws so even 6 framers can consistently mash on it in most situations. You can generally make them block one normal before they get pushed out of command throw range. If you do two or more normals they will be pushed out of range so you will need to walk/run up a bit to get back into range, use Savage Rampage march to get back into range, or use the H version.

M

M Great Scythe is an anti-air command grab. This move is important because it covers 2H blind spot while also being faster.

H

Grabs the opponent using Grynoth and throws them fullscreen.

The H version of Great Scythe slides forwards before the command grab becomes active. Massive range but much slower than the L version at 26 frames. You generally want to use this version in situations where marching or running back into range of L command throw will take too long such as a blocked spaced tackle or a blocked EX fireball from not point blank range.

Savage Rampage
Savage Rampage GBVS SoulForgeIcon.png GBVS 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 GBVS SoulForgeIcon.png 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 is the fastest move Vaseraga has from stance. This move does not hit crouching foes. If done from EX stance 22H, it's +8 on block. Due to the low recovery, when used as a frametrap during march, it will often leave you plus on spot dodge, allowing you to keep your turn or in the EX version's case punish the spot dodge.

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. This is the longest ranged move Vaseraga has in stance. It also has the most active frames, allowing you to tag opponents quite easily for bad spacing/not blocking low.

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 safe 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 however there is a specific timing to spotdodge that will allow them to avoid the guard crush and punish. 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. Outside of combos, it is your main frametrap option while in stance. If this move counter hits the opponent or catch them while airborne it will lead into game ending damage.

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. When you have soul forge already, you can use it to react to the hitstop of multi-hitting reversals and score a punish. This takes a lot of practice, but it will make Savage Rampage even more threatening.

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. The EX version of March is faster than the normal version.

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. If you are close enough, the Skybound Art will go into an animation for max damage. This skill has invincibility properties and advances considerably forward, but it is not the most reliable option against fireballs. This super converts very well from f.L/f.M/f.H so long as you are not at absolute max range, but you will not get max damage in these situations. If you trigger the full animation, it will add a massive amount of damage to his combos. A versatile Skybound Art all things considered.

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, which means it is significantly harder to safejump by normal means. 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 makes contact early enough and can get through hitstop of their attack, the opponent can dodge to avoid the Vaseraga's super and get a significant punish. Despite these flaws, this super does massive damage and is good anti air in a lot of situations his 2H would hit, however you need to be quick to react.

External References

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.