GBVS/Vaseraga/Combos: Difference between revisions

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{{NavTabs|game=GBVS|chara=Vaseraga|discord=https://discord.gg/cMHSNjB|active=combos}}
<center>{{Character Label|GBVS|Vaseraga|size=58px}}</center>
{{GBVS/CharacterLinks}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
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:'''Stance''' = [[{{BASEPAGENAME}}#Savage Rampage|Savage Rampage - 22X or 2S]]
:'''Stance''' = [[{{BASEPAGENAME}}#Savage Rampage|Savage Rampage - 22X or 2S]]
}}
}}
{{MFlag|verify}}
==Combo List==
==Combo List==
===Midscreen===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
|-
| c.XXX > {{clr|3|214M}} || All || 1960, 2360, 3060 || 20%, 22%, 23% || All || {{clr|6|Very Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|3|c.M}}XX, {{clr|4|c.H}}XX.
| c.XXX > {{clr|2|214M}}/{{clr|3|214H}} || {{clr|1|2060}}, {{clr|2|2360}}, {{clr|3|3060}} || {{clr|1|18%}}, {{clr|2|22%}}, {{clr|3|23%}} || Anyone || {{ComboDifficulty|Easy}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| c.XXX > {{clr|1|[4]6L}} || All || 1960, 2360, 3060 || 17%, 20%, 21% || All || {{clr|6|Very Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|3|c.M}}XX, {{clr|4|c.H}}XX.
| c.XXX > {{clr|1|[4]6L}} || {{clr|1|2130}} ,{{clr|2|1800}}, {{clr|3|3130}} || {{clr|1|16%}}, {{clr|2|20%}}, {{clr|3|21%}} || Anyone || {{ComboDifficulty|Easy}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| c.XXX > {{clr|4|2{{clr|4|2H}}}}(1)~{{clr|4|H}} || All || 2670, 3070, 3770 || 20%, 22%, 23% || All || {{clr|6|Very Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|3|c.M}}XX, {{clr|4|c.H}}XX. One March stomp must connect before canceling into the H followup.
| c.XXX > {{clr|3|22H}}(1){{clr|3|-H}} || {{clr|1|2770}}, {{clr|2|3070}}, {{clr|3|3770}} || {{clr|1|18%}}, {{clr|2|22%}}, {{clr|3|23%}} || Anyone || {{ComboDifficulty|Easy}} || Requires one {{clr|3|22H}} stomp step to hit. Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| {{clr|3|c.M}}, {{clr|1|c.L}}XX {{clr|4|2{{clr|4|2H}}}}(1)~{{clr|4|H}} || All || 3100 || 23% || All || {{clr|3|Easy}} || One March stomp must connect before canceling into the H followup.
| c.XXX > {{clr|2|6M}}+{{clr|3|H}} > {{clr|3|214H}} || {{clr|1|2470}}, {{clr|2|2770}}, {{clr|3|3470}} || {{clr|1|11%}}. {{clr|2|15%}}, {{clr|3|16%}} || Anyone || {{ComboDifficulty|Easy}} || Requires 50% meter. Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| {{clr|3|c.M}}, {{clr|3|c.M}}XX > {{clr|4|22H}}(1)~{{clr|4|H}} || All, Crouching || 3500 || 26% || All || {{clr|7|Medium}} || Basic Crouching Confirm
| c.XXX > {{clr|2|6M}}+{{clr|3|H}} > {{clr|3|22H-H}} > {{clr|1|f.L}} || {{clr|1|3130}}, {{clr|2|3430}}, {{clr|3|4130}} || 3% || Anyone || {{ComboDifficulty|Easy}} || Requires 50% meter. Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| c.XXX > {{clr|4|214H}}, {{clr|4|2H}} > {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, {{clr|3|c.M}}XX > {{clr|1|[4]6L}} || Corner || 4244, 4628, 5328 || 44%, 46%, 47% || All || {{clr|4|Hard}} || Values are for {{clr|1|c.L}}XX, {{clr|3|c.M}}XX, {{clr|4|c.H}}XX
| {{clr|2|f.5M}}/{{clr|3|f.5H}} > {{clr|2|6M}}+{{clr|3|H}} > {{clr|3|22H}}(1){{clr|3|-H}} > {{clr|1|f.5L}} || {{clr|2|3700}}, {{clr|3|4100}} || {{clr|2|8%}}, {{clr|3|9%}} || Anyone || {{ComboDifficulty|Easy}} || Requires 50% meter. Any normal can serve as a starter for this combo except for {{clr|4|2U}}. This is more optimal to do than {{clr|3|f.5H}} > {{clr|3|236236H}}.
|-
| 22X~[H], {{clr|4|c.H}} > {{clr|4|214H}}, {{clr|4|2H}} > {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, {{clr|3|c.M}}XX > {{clr|1|[4]6L}} || Corner || 6024 || 46% || All || {{clr|8|Very Hard}} || This is off of a guard Break from 22X~[H]. If you want to end with a super, do {{clr|3|c.M}} straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer.
|-
|-
| {{clr|3|c.M}}XX > {{clr|4|214H}}, {{clr|4|2H}} > {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, {{clr|3|c.M}}XX > {{clr|1|[4]6L}} || Corner || 4637 || 46% || All || {{clr|4|Hard}} || If you want to end with a super, do {{clr|3|c.M}} straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer.
| {{clr|2|c.M}}, {{clr|1|c.L}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2620 || 23% || Anyone || {{ComboDifficulty|Easy}} || {{clr|2|c.M}} hit confirm link.
|-
|-
| {{clr|4|2H}} > {{clr|1|2{{clr|1|2L}}}}~{{clr|1|L}} || Anti-air || 2600 || 14% || All || {{clr|6|Very Easy}} || Safer option that leads to worse oki, but will work on most anti-air heights.
| {{clr|2|2M}}/{{clr|4|2U}} > {{clr|2|632146M}} || 2300-2600 || 12% || Anyone || {{ComboDifficulty|Easy}} || Requires {{clr|2|2M}}/{{clr|4|2U}} to hit close for {{clr|2|632146M}} to connect.
|-
|-
| {{clr|4|2H}} > {{clr|3|[4]6M}} || Anti-air || 2900 || 14% || All || {{clr|7|Medium}} || On regular hit, only works if the opponent is low enough. On counter hit, {{clr|3|[4]6M}} can be held to delay it to adjust for higher opponents.  
| {{clr|4|5U}} > {{clr|2|2M}} > {{clr|3|22H-H}} > ({{clr|1|f.L}}) || 3500-3920 || 17% || Anyone || {{ComboDifficulty|Easy}} || Omit {{clr|1|f.L}} to keep the hard knockdown.
|-
|-
| {{clr|4|2H}} CH > {{clr|1|{{clr|1|22L}}}}~66~{{clr|4|H}}, {{clr|2|2U}} > {{clr|4|2{{clr|4|2H}}}}(1)~{{clr|4|H}}, {{clr|1|f.L}} || Midscreen Counter Hit Anti-air || 5642 || 30% || All || {{clr|8|Very Hard}} || This combo is very determined by the height the initial {{clr|1|{{clr|1|22L}}}}~66~{{clr|4|H}} to allow for the {{clr|2|2U}} link. After the {{clr|1|f.L}} you can go into SBA or cancel an M Tackle for a meaty.
| 22X-{{clr|3|[H]}} > GC{{clr|3|c.5H}}XX > {{clr|3|22H}}(1)-{{clr|3|H}} || 3770 || 27% || Anyone || {{ComboDifficulty|Easy}} || Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not.
|-
|-
| {{clr|4|2H}} CH > {{clr|1|{{clr|1|22L}}}}~66~{{clr|4|H}}, {{clr|3|c.M}} > {{clr|4|214H}}, {{clr|4|2H}} > {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, {{clr|3|2M}}  || Corner Counter Hit Anti-air || 6381 || 40% || All || {{clr|8|Very Hard}} || You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the {{clr|3|c.M}} and the {{clr|4|2H}}, based on the height and distance required.
| AA {{clr|3|2H}} > {{clr|2|632146M}} || 2700 || 14% || Anyone || {{ComboDifficulty|Medium}} || Deep {{clr|3|2H}} anti-air.
|-
| AA {{clr|3|2H}} > {{clr|2|[4]6M}} || 2900 || 14% || Anyone || {{ComboDifficulty|Easy}} ||
|-
| AA {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|1|f.5L}} || 3660 || 22%|| Anyone|| {{ComboDifficulty|Very Hard}} || Very precise timing/height required.
|-
| AA {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|1|f.5L}} > {{clr|2|6M}}+{{clr|3|H}} > {{clr |3|22H-H}} > {{clr|1|f.5L}} || 5570 || 24% || Anyone|| {{ComboDifficulty|Very Hard}} || Requires 50 meter.
|-
| AA {{clr|3|2H}} > {{clr|1|22L-L}} || 2600 || 14% || Anyone || {{ComboDifficulty|Easy}} || Cooldown-less anti-air.
|-
| AA {{clr|3|2H}} > {{clr|1|22L}}-{{clr|3|H}} > {{clr|4|2U}} > {{clr|3|22H}}(1) {{clr|3|H}} > {{clr|1|f.5L}} || 5800 || 29% || Anyone || {{ComboDifficulty|Hard}} || Requires a deep AA connect. Combo timing will vary slightly based on the cast.
|-
| AA {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} || 5380 || 30% || Anyone|| {{ComboDifficulty|Medium}} || Requires a deeper AA to get the {{clr|3|22H-H}} but otherwise is fairly simple and consistent.
|-
 
| AA{{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|2M}}/{{clr|2|632146M}} || 3660-4500 || 17%, 21% || Anyone || {{ComboDifficulty|Easy}} || {{clr|3|22H}} anti-air extension.
|-
| CH  {{clr|1|c.L}}, {{clr|2|c.M}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2620 || 22% || Anyone || {{ComboDifficulty|Medium}} ||
|-
| CH {{clr|1|c.L}}/{{clr|2|c.M}}, {{clr|2|2M}} > {{clr|3|22H}}(1){{clr|3|H}}, ({{clr|1|f.L}}) || 3000-3420, 3300-3720 || 15-18%, 18-21% || Anyone || {{ComboDifficulty|Medium}} ||
|-
| CH {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}} > {{clr|2|2M}} > {{clr|2|214M}}/{{clr|3|214H}} || 4010, 4310 || 26% || Anyone || {{ComboDifficulty|Easy}} || {{clr|4|2U}} version whiffs at max range.
|-
| CH {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}} > {{clr|2|2M}} > {{clr|3|236236H}} || 5630, 5930 || -100% || Anyone || {{ComboDifficulty|Easy}} ||
|-
| CH {{clr|4|UOH}}, {{clr|2|c.M}}, {{clr|1|f.L}} > {{clr|3|22H}}(1){{clr|3|-H}} || 3910 || 20% || Anyone || {{ComboDifficulty|Easy}} ||
|-
| CH {{clr|4|UOH}} > {{clr|3|2H}} > {{clr|3|22H-H}} || 3900 || 18% || Anyone || {{ComboDifficulty|Medium}} || Tight link
|-
| CH {{clr|4|UOH}}, {{clr|2|2M}} > {{clr|3|22H}}(1){{clr|3|-H}} > {{clr|1|f.5L}}|| 3920 || 19% || Anyone || {{ComboDifficulty|Easy}} ||
|-
| CH {{clr|3|f.5H}} > {{clr|3|[4]6H}} || 3300 || 19% || Anyone || {{ComboDifficulty|Medium}} || Good counterhit confirm.
|-
| AA CH {{clr|3|2H}} > {{clr|1|22L}}-66-{{clr|3|H}} > {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1)-{{clr|3|H|}} > {{clr|1|f.5L}} || {{clr|2|5560}}/{{clr|4|5800}}|| 29% || Anyone|| {{ComboDifficulty|Medium}} || CH AA bnb.
|-
| AA CH {{clr|3|2H}} > {{clr|1|22L}}-66-{{clr|3|H}} > {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1)-{{clr|3|H|}} > {{clr|1|f.5L}} > {{clr|3|236236H}}/{{clr|4|236236U}} || {{clr|3|6840}}/{{clr|4|7200}} || -100% || Anyone|| {{ComboDifficulty|Medium}} || Super enders of above combo (damage assuming you landed the {{clr|4|2U||}}, which does more damage in combos.)
|-
|}
 
===Crouch-Only Midscreen===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| {{clr|1|c.L}}, {{clr|2|c.M}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2620 || 22% || Anyone || {{ComboDifficulty|Medium}} ||
|-
| {{clr|2|c.M}}, {{clr|2|c.M}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2920 || 26% || Anyone || {{ComboDifficulty|Easy}} ||
|-
| CH {{clr|2|c.5M}} > {{clr|2|2M||}} > {{clr|3|22H-H}} > {{clr|1|f.5L}} || 3720 || 21%|| Anyone || {{ComboDifficulty|Medium}} ||
|-
| CH {{clr|3|c.5H}} > {{clr|3|2H}} > {{clr|3|22H}}(1){{clr|3|H|}} || 4400|| 21% || Anyone|| {{ComboDifficulty|Medium}} ||
|-
| {{clr|1|c.L}}, {{clr|1|c.L}}, {{clr|1|f.L}} > {{clr|3|22H}}(1){{clr|3|-H}} || 3110, || 16% || Anyone || {{ComboDifficulty|Medium}} ||
|-
| {{clr|1|c.L}}, {{clr|1|c.L}}, {{clr|1|f.L}} > {{clr|2|6M}}{{clr|3|+H}} > {{clr|3|214H}} || 2810, || 9% || Anyone || {{ComboDifficulty|Medium}} || Requires 50% meter.
|-
|}
 
===Corner===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
! Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| c.XXX > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|1|22L}}-66(1){{clr|3|-H}}, {{clr|1|f.L}} || {{clr|1|3980}}, {{clr|2|4280}}, {{clr|3|4980}} || {{clr|1|33%}}, {{clr|2|37%}}, {{clr|3|38%}} || Anyone || {{ComboDifficulty|Medium}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos. Sets up meaty stance oki.
|-
| c.XXX > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|3|22H-H}}, {{clr|2|c.M}} > {{clr|2|632146M}} || {{clr|1|4440}}, {{clr|2|4740}}, {{clr|3|5440}} || {{clr|1|38%}}, {{clr|2|42%}}, {{clr|3|43%}} || Anyone || {{ComboDifficulty|Easy}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|{{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}}, {{clr|1|f.L}} > {{clr|2|6M}}+{{clr|3|H}} > {{clr|3|214H}} || {{clr|2|4304}}, {{clr|4|4596}} || 19% || Universal in corner || {{ComboDifficulty|Medium}} || Requires 50% meter. Does not work on LN, FT, MT, LW, VS, NM, SO, DJ, YU, UN, EU, SX, or VI midscreen.
|-
| {{clr|2|c.5M}} > {{clr|2|c.5M}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|1|22L}}-66-{{clr|3|H|}} > {{clr|1|f.5L}}/{{clr|2|2M}} ||4910 || 34% || Anyone* || {{ComboDifficulty|Very Hard}} || Shockingly optimal usage of CDs comes at the cost of being very tight to do. Starter is crouching only and the {{clr|2|2M}} ender is not universal.
|-
| {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}}, {{clr|2|c.M}} > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|1|[4]6L}} || {{clr|2|5150}}/ {{clr|4|5450}} || 36% || Anyone || {{ComboDifficulty|Easy}} || Substitute {{clr|2|c.M}} with {{clr|1|f.L}} at longer ranges to reach.
|-
| {{clr|3|c.5H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 6260 || 38% || Anyone || {{ComboDifficulty|Medium}} || Meterless corner cash out bnb.
|-
| {{clr|3|c.5H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} || 4980 || 32% || Anyone || {{ComboDifficulty|Easy}} || Gives Vas his best, easiest to earn oki while saving his more important CDs.
|-
| {{clr|3|214H}}(2nd hit) > {{clr|4|2U}} > {{clr|3|22H-H}} > {{clr|1|f.5L}} > {{clr|2|6M}}+{{clr|3|H}} > {{clr|2|632146M}} || 4827 || 23% || Anyone || {{ComboDifficulty|Hard}} || Use this combo if you recognize your {{clr|3|2H}} will wiff in the corner after a fireball catches them. Requires 50 meter.
|-
| CH {{clr|2|[4]6M}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|c.5M}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|2|[4]6M}} || 7050 || 43% || Anyone || {{ComboDifficulty|Hard}} || Very spacing dependent starter.
|-
| CH {{clr|2|[4]6M}} > {{clr|3|c.5H}} > {{clr|3|214H}} > {{clr|3|22H-H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 7230 || 44% || Anyone || {{ComboDifficulty|Very Hard}} || Even more strict, more rewarding combo from the above combo posted. If you think you are going to get a {{clr|2|f.5M}} over a {{clr|2|c.5M}} just drop it from the route and {{clr|2|632146M}} will still work.
|-
|  CH {{clr|2|[4]6M}} > {{clr|3|c.5H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|3|2H}} > {{clr|2|[4]6M}} || 7500 || 43% || Anyone || {{ComboDifficulty|Very Hard}} || Technically optimal but good luck.
|-
| {{clr|3|22H}}-{{clr|1|L}} > {{clr|1|f.5L}}/{{clr|2|f.5M}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} || {{clr|1|5130}}/{{clr|2|5330}} || 36% || Anyone || {{ComboDifficulty|Easy}} || Catches people jumping out of the corner and punishes them with this.
|-
| {{clr|3|22H}}-{{clr|1|L}} > {{clr|3|f.5H}} > {{clr|2|6M}}+{{clr|3|H}} {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} || 5620 || 18%|| Anyone ||{{ComboDifficulty|Medium}} || Rush will wiff at max range.
|-
| 22X-{{clr|3|[H]}} > GC{{clr|3|c.5H}} > {{clr|3|214H}} >{{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|632146M}} || 5980 || 38% || Anyone || {{ComboDifficulty|Medium}}  || Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not. Due to the nature of pushback some routes might change slightly based on where in the corner he lands the GC.
|-
| CH 22X-{{clr|3|H}} > {{clr|2|c.5M}} > {{clr|3|22H}}(1){{clr|3|H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|2|[4]6M}} ||  6590 || 43% || Anyone || {{ComboDifficulty|Medium}} || Good counterhit combo for catching people trying to roll through 22X in the corner.
|-
|  CH 22X-{{clr|3|H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 6760 || 41% || Anyone || {{ComboDifficulty|Medium}} || Optimal meterless punish of someone rolling out of 22X in the corner.
|-
| {{clr|3|22H}}-{{clr|1|L}} > {{clr|3|f.5H}} > {{clr|3|236236H}} || 4880 || -100% || Anyone || {{ComboDifficulty|Easy}} || Simple distant AA confirm.
|-
| {{clr|4|5U}}, {{clr|2|2M}} > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|4|236236U}}, {{clr|3|22H}}(1) > {{clr|2|632146M}} || 6380 || -100% || Anyone || {{ComboDifficulty|Hard}} || Post-SSBA extension.
|}
 
===Cornered Anti Airs===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|2|c.5M}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|632146M}} || 6840 || 47% || Anyone || {{ComboDifficulty|Hard}} || Gives up damage for stability. Can use a {{clr|1|2L}} if {{clr|2|c.5M}} will wiff for less damage but more consistency.
|-
| {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 7030 || 47% || Anyone || {{ComboDifficulty|Very Hard}} || The trick to continuing after {{clr|3|[4]6H}} is to get the 1st hit of the tackle to connect as late as possible.
|-
| {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 7030 || 47% || Anyone || {{ComboDifficulty|Very Hard}} || Can use a {{clr|1|2L}} if {{clr|2|c.5M}} will wiff for less damage but more consistency.
|-
| {{clr|3|22H}}-{{clr|1|L}}  > {{clr|3|f.5H}} > {{clr|3|214H}} > {{clr|3|f.5H}} > {{clr|3|236236H}} || 5910 || -100% || Anyone || {{ComboDifficulty|Medium}} || Good at catching people jumping out of the corner. Simple combo but incredibly spacing dependent.
|-
| CH {{clr|3|2H}} > {{clr|1|22L}}-66-{{clr|3|H}} > {{clr|3|2H}} > {{clr|3|22H-H}}  > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|2|[4]6M}} || 7370 || 44% || Anyone || {{ComboDifficulty|Hard}} || Specific heights are required for the {{clr|3|214H}} to connect properly. The 1st {{clr|3|2H}} can be replaced with a {{clr|3|c.5H}} for more damage but you lose a lot of hang time on your combo.
|-
| CH {{clr|4|5U}} > {{clr|2|c.5M}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 5730 || 43% || Anyone || {{ComboDifficulty|Hard}} || {{clr|4|5U}} is an extremely degenerate AA when you have a stock of Soul Forge. Use this to catch people trying to jump over you/crossing you up.
|-
| CH {{clr|4|5U}} > {{clr|3|c.5H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|3|[4]6H}} > {{clr|2|c.5M}} > {{clr|2|632146M}} || 6430 || 44% || Anyone || {{ComboDifficulty|Very Hard}} || Optimal punish but very tight spacing needed.
|-
| CH {{clr|2|22M}}-{{clr|3|H}} > {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|3|214H}} > {{clr|3|2H}} > {{clr|2|[4]6M}} || 7100 || 40% || Anyone || {{ComboDifficulty|Hard}} || Any 22X-{{clr|3|H}} will work but the 1st one must not be {{clr|3|22H}}.
|-
 
 
|}
|}


==Combo Theory==
==Combo Theory==
* Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them.
* Ending a combo with {{clr|2|214M}} (or {{clr|3|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|4|5U}} off, or run up to pressure them.
* Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
* Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
* Ending a combo with {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward.
* Ending a combo with {{clr|3|2{{clr|3|2H}}}}~{{clr|3|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward.
* Ending a combo with airhit {{clr|1|f.L}} allows you to get a meaty with {{clr|3|[4]6M}} that is plus. You can also cancel into {{clr|4|236236H}} but it will not get the cinematic damage.
* Ending a combo with airhit {{clr|1|f.L}} allows you to get a meaty with {{clr|2|[4]6M}} that is plus. You can also cancel into {{clr|3|236236H}} but it will not get the cinematic damage.
* {{clr|3|c.M}} {{clr|3|c.M}} is technically a 1 frame link on crouching opponents. It is difficult, but possible.
* {{clr|2|c.M}} {{clr|2|c.M}} is technically a 1 frame link on crouching opponents. It is difficult, but possible.
* Any {{clr|1|f.L}} or {{clr|3|f.M}} will combo into {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|4|f.H}}, but not at all ranges.
* Any {{clr|1|f.L}} or {{clr|2|f.M}} will combo into {{clr|3|2{{clr|3|2H}}}}~{{clr|3|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|3|f.H}}, but not at all ranges.
* {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into {{clr|1|c.L}}XX and follow those respective combo routes.
* {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into {{clr|1|c.L}}XX and follow those respective combo routes.
* All of Vaseraga's close and crouching normals can combo into {{clr|4|214H}} leading to a knockdown midscreen or respectable damage in the corner.
* All of Vaseraga's close and crouching normals can combo into {{clr|3|214H}} leading to a knockdown midscreen or respectable damage in the corner.


==Video Examples==
==Video Examples==
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!  Combo !! Position !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Position !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes  
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| combo transcript || where || Damage || Net Gain || who || {{clr|6|Very Easy}} ||
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| combo transcript || where || Damage || Net Gain || who || {{clr|3|Easy}} ||  
| combo transcript || where || Damage || Net Gain || who || {{clr|2|Easy}} ||  
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| combo transcript || where || Damage || Net Gain || who || {{clr|7|Medium}} ||  
| combo transcript || where || Damage || Net Gain || who || {{clr|5|Medium}} ||  
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| combo transcript || where || Damage || Net Gain || who || {{clr|4|Hard}} ||  
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| combo transcript || where || Damage || Net Gain || who || {{clr|8|Very Hard}} ||
| combo transcript || where || Damage || Net Gain || who || {{clr|6|Very Hard}} ||
|}
|}


==Navigation==
==Navigation==
{{#lst:GBVS/Vaseraga/Data|Links}}
<center>{{Character Label|GBVS|Vaseraga|size=58px}}</center>
{{Navbar-GBVS}}
{{GBVS/CharacterLinks}}
{{GBVS/Navigation}}

Latest revision as of 05:18, 13 December 2023

 Vaseraga
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
Fireball = Instinction - 214X or S
Tackle or Charge = Battlions of Fear - [4]6X or 6S
Scythe or Command Throw or GSG = Great Scythe Grynoth - 632146X or 4S
Stance = Savage Rampage - 22X or 2S
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

Combo List

Midscreen

Combo Damage SBA Gain Works on: Difficulty Notes
c.XXX > 214M/214H 2060, 2360, 3060 18%, 22%, 23% Anyone [2] Easy Values are for L,M,H autocombos.
c.XXX > [4]6L 2130 ,1800, 3130 16%, 20%, 21% Anyone [2] Easy Values are for L,M,H autocombos.
c.XXX > 22H(1)-H 2770, 3070, 3770 18%, 22%, 23% Anyone [2] Easy Requires one 22H stomp step to hit. Values are for L,M,H autocombos.
c.XXX > 6M+H > 214H 2470, 2770, 3470 11%. 15%, 16% Anyone [2] Easy Requires 50% meter. Values are for L,M,H autocombos.
c.XXX > 6M+H > 22H-H > f.L 3130, 3430, 4130 3% Anyone [2] Easy Requires 50% meter. Values are for L,M,H autocombos.
f.5M/f.5H > 6M+H > 22H(1)-H > f.5L 3700, 4100 8%, 9% Anyone [2] Easy Requires 50% meter. Any normal can serve as a starter for this combo except for 2U. This is more optimal to do than f.5H > 236236H.
c.M, c.LXX > 214M/214H 2620 23% Anyone [2] Easy c.M hit confirm link.
2M/2U > 632146M 2300-2600 12% Anyone [2] Easy Requires 2M/2U to hit close for 632146M to connect.
5U > 2M > 22H-H > (f.L) 3500-3920 17% Anyone [2] Easy Omit f.L to keep the hard knockdown.
22X-[H] > GCc.5HXX > 22H(1)-H 3770 27% Anyone [2] Easy Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not.
AA 2H > 632146M 2700 14% Anyone [3] Medium Deep 2H anti-air.
AA 2H > [4]6M 2900 14% Anyone [2] Easy
AA 2H > [4]6H > f.5L 3660 22% Anyone [5] Very Hard Very precise timing/height required.
AA 2H > [4]6H > f.5L > 6M+H > 22H-H > f.5L 5570 24% Anyone [5] Very Hard Requires 50 meter.
AA 2H > 22L-L 2600 14% Anyone [2] Easy Cooldown-less anti-air.
AA 2H > 22L-H > 2U > 22H(1) H > f.5L 5800 29% Anyone [4] Hard Requires a deep AA connect. Combo timing will vary slightly based on the cast.
AA 2H > 22H-H > 2H > [4]6H 5380 30% Anyone [3] Medium Requires a deeper AA to get the 22H-H but otherwise is fairly simple and consistent.
AA2H > 22H-H > 2M/632146M 3660-4500 17%, 21% Anyone [2] Easy 22H anti-air extension.
CH c.L, c.MXX > 214M/214H 2620 22% Anyone [3] Medium
CH c.L/c.M, 2M > 22H(1)H, (f.L) 3000-3420, 3300-3720 15-18%, 18-21% Anyone [3] Medium
CH 2M/2U > 22H(1)-H > 2M > 214M/214H 4010, 4310 26% Anyone [2] Easy 2U version whiffs at max range.
CH 2M/2U > 22H(1)-H > 2M > 236236H 5630, 5930 -100% Anyone [2] Easy
CH UOH, c.M, f.L > 22H(1)-H 3910 20% Anyone [2] Easy
CH UOH > 2H > 22H-H 3900 18% Anyone [3] Medium Tight link
CH UOH, 2M > 22H(1)-H > f.5L 3920 19% Anyone [2] Easy
CH f.5H > [4]6H 3300 19% Anyone [3] Medium Good counterhit confirm.
AA CH 2H > 22L-66-H > 2M/2U > 22H(1)-H > f.5L 5560/5800 29% Anyone [3] Medium CH AA bnb.
AA CH 2H > 22L-66-H > 2M/2U > 22H(1)-H > f.5L > 236236H/236236U 6840/7200 -100% Anyone [3] Medium Super enders of above combo (damage assuming you landed the 2U, which does more damage in combos.)

Crouch-Only Midscreen

Combo Damage SBA Gain Works on: Difficulty Notes
c.L, c.MXX > 214M/214H 2620 22% Anyone [3] Medium
c.M, c.MXX > 214M/214H 2920 26% Anyone [2] Easy
CH c.5M > 2M > 22H-H > f.5L 3720 21% Anyone [3] Medium
CH c.5H > 2H > 22H(1)H 4400 21% Anyone [3] Medium
c.L, c.L, f.L > 22H(1)-H 3110, 16% Anyone [3] Medium
c.L, c.L, f.L > 6M+H > 214H 2810, 9% Anyone [3] Medium Requires 50% meter.

Corner

Combo Damage SBA Gain Works on: Difficulty Notes
c.XXX > 214H, 2H > 22L-66(1)-H, f.L 3980, 4280, 4980 33%, 37%, 38% Anyone [3] Medium Values are for L,M,H autocombos. Sets up meaty stance oki.
c.XXX > 214H, 2H > 22H-H, c.M > 632146M 4440, 4740, 5440 38%, 42%, 43% Anyone [2] Easy Values are for L,M,H autocombos.
2M/2U > 22H(1)-H, f.L > 6M+H > 214H 4304, 4596 19% Universal in corner [3] Medium Requires 50% meter. Does not work on LN, FT, MT, LW, VS, NM, SO, DJ, YU, UN, EU, SX, or VI midscreen.
c.5M > c.5M > 214H > 2H > 22L-66-H > f.5L/2M 4910 34% Anyone* [5] Very Hard Shockingly optimal usage of CDs comes at the cost of being very tight to do. Starter is crouching only and the 2M ender is not universal.
2M/2U > 22H(1)-H, c.M > 214H, 2H > [4]6L 5150/ 5450 36% Anyone [2] Easy Substitute c.M with f.L at longer ranges to reach.
c.5H > 214H > 2H > 22H-H > c.5M > 632146M 6260 38% Anyone [3] Medium Meterless corner cash out bnb.
c.5H > 214H > 2H > [4]6H 4980 32% Anyone [2] Easy Gives Vas his best, easiest to earn oki while saving his more important CDs.
214H(2nd hit) > 2U > 22H-H > f.5L > 6M+H > 632146M 4827 23% Anyone [4] Hard Use this combo if you recognize your 2H will wiff in the corner after a fireball catches them. Requires 50 meter.
CH [4]6M > 2H > 22H-H > c.5M > 214H > 2H > [4]6M 7050 43% Anyone [4] Hard Very spacing dependent starter.
CH [4]6M > c.5H > 214H > 22H-H > c.5M > 632146M 7230 44% Anyone [5] Very Hard Even more strict, more rewarding combo from the above combo posted. If you think you are going to get a f.5M over a c.5M just drop it from the route and 632146M will still work.
CH [4]6M > c.5H > 214H > 2H > 22H-H > 2H > [4]6M 7500 43% Anyone [5] Very Hard Technically optimal but good luck.
22H-L > f.5L/f.5M > 214H > 2H > [4]6H 5130/5330 36% Anyone [2] Easy Catches people jumping out of the corner and punishes them with this.
22H-L > f.5H > 6M+H 214H > 2H > [4]6H 5620 18% Anyone [3] Medium Rush will wiff at max range.
22X-[H] > GCc.5H > 214H >2H > 22H-H > 632146M 5980 38% Anyone [3] Medium Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not. Due to the nature of pushback some routes might change slightly based on where in the corner he lands the GC.
CH 22X-H > c.5M > 22H(1)H > 214H > 2H > [4]6M 6590 43% Anyone [3] Medium Good counterhit combo for catching people trying to roll through 22X in the corner.
CH 22X-H > 214H > 2H > 22H-H > c.5M > 632146M 6760 41% Anyone [3] Medium Optimal meterless punish of someone rolling out of 22X in the corner.
22H-L > f.5H > 236236H 4880 -100% Anyone [2] Easy Simple distant AA confirm.
5U, 2M > 214H, 2H > 236236U, 22H(1) > 632146M 6380 -100% Anyone [4] Hard Post-SSBA extension.

Cornered Anti Airs

Combo Damage SBA Gain Works on: Difficulty Notes
2H > [4]6H > c.5M > 214H > 2H > 22H-H > 632146M 6840 47% Anyone [4] Hard Gives up damage for stability. Can use a 2L if c.5M will wiff for less damage but more consistency.
2H > [4]6H > 214H > 2H > 22H-H > c.5M > 632146M 7030 47% Anyone [5] Very Hard The trick to continuing after [4]6H is to get the 1st hit of the tackle to connect as late as possible.
2H > 22H-H > 214H > 2H > [4]6H > c.5M > 632146M 7030 47% Anyone [5] Very Hard Can use a 2L if c.5M will wiff for less damage but more consistency.
22H-L > f.5H > 214H > f.5H > 236236H 5910 -100% Anyone [3] Medium Good at catching people jumping out of the corner. Simple combo but incredibly spacing dependent.
CH 2H > 22L-66-H > 2H > 22H-H > 214H > 2H > [4]6M 7370 44% Anyone [4] Hard Specific heights are required for the 214H to connect properly. The 1st 2H can be replaced with a c.5H for more damage but you lose a lot of hang time on your combo.
CH 5U > c.5M > 214H > 2H > [4]6H > c.5M > 632146M 5730 43% Anyone [4] Hard 5U is an extremely degenerate AA when you have a stock of Soul Forge. Use this to catch people trying to jump over you/crossing you up.
CH 5U > c.5H > 214H > 2H > [4]6H > c.5M > 632146M 6430 44% Anyone [5] Very Hard Optimal punish but very tight spacing needed.
CH 22M-H > 2H > 22H-H > 214H > 2H > [4]6M 7100 40% Anyone [4] Hard Any 22X-H will work but the 1st one must not be 22H.

Combo Theory

  • Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
  • Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
  • Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
  • Ending a combo with airhit f.L allows you to get a meaty with [4]6M that is plus. You can also cancel into 236236H but it will not get the cinematic damage.
  • c.M c.M is technically a 1 frame link on crouching opponents. It is difficult, but possible.
  • Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
  • 2L links into c.L, allowing you to go into c.LXX and follow those respective combo routes.
  • All of Vaseraga's close and crouching normals can combo into 214H leading to a knockdown midscreen or respectable damage in the corner.

Video Examples

Template

Combo Position Damage SBA Gain Works on: Difficulty Notes
combo transcript where Damage Net Gain who Easy
combo transcript where Damage Net Gain who Medium
combo transcript where Damage Net Gain who Hard
combo transcript where Damage Net Gain who Very Hard

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