GBVS/Vaseraga/Strategy

From Dustloop Wiki
< GBVS‎ | Vaseraga
Jump to navigation Jump to search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Template-Alert.png Notice:The contents of this page are out of date.
This can be due to patches to the game, or developments in the metagame. You can help by updating it.

General Tactics[edit]

Vaseraga is a mix of a big body character with slow speed but high damage output and strong corner game, and a strong space control thanks to a fireball that can't be step dodged and excellent anti-air capabilities with his long reaching 2H that can lead to devastating combos on counter-hit anywhere on the screen.

His slow movement means that you will need to take a patient approach to offense, and slowly back your opponent into the corner using his strong space control and the threat of 2H if they try to recklessly rush you down. Once you get them into the corner, you have some of the strongest pressure in the game by using his advantageous moves and his command throw.

Additionaly, he can use his armored moves to both get in on zoners, boost his defensive game against more aggressive characters, and make his close offense harder to stop.

Neutral Game[edit]

Despite being a big body character, Vaseraga has a strong neutral game thanks to his 214X fireball that, being a grounded projectile, can't be step dodged, and one of the best antiairs in the game: his 2H.

Vaseraga's 2H covers a massive range in front of him and only has a blind spot if your opponent jumps directly above you. By positioning yourself at max fireball range, you can negate some character's offensive tools and try to slowly push them into a corner, or bait them into doing reckless jumps which can be intercepted by 2H. On a normal hit, you can get 22L, L afterwards for some good damage and corner carry. And if you get a counterhit, their life melts like butter in the sun.

Midscreen, a 2H CH can be followed up with 22L, 66 (2 steps) H, 2M/2U xx 22H (1 step) H, 5L. On the corner, you can even get a SBA or SSBA after the 5L (or 5M if you end point blank). If you are consistent with these antiairs, opponents will have to respect your neutral and will be less reckless on offense. This complements his corner game very well, as you can use this zoning/control to slowly gain ground until you get there.

The massive range of his normals lets him play footsies quite well too, poking with far 5L to condition opponents, and far 5M can be cancelled into 22H (1 step), H for whiff punishes even from afar, which nets decent damage and a knockdown. From farther away, far 5H has massive range and, even though it is slow, it can be great to catch opponents on the startups of moves. If you face someone who is spot dodge happy, you can hold 5H down for a bit and release it as they recover.

Since it can't be step dodged, cancelling your normals into fireball can sometimes be a good way to push the opponent to the corner. It still can be jumped on a read, so be careful. If done from max range H you can still be safe most times even if they do the read. From max range 5M you can bait jumps by simply not cancelling into fireball, then punishing the jump with 2H.

Blockstrings[edit]

Midscreen, there isn't much you can do to pressure your opponent. You can tick j.L, c.L, or c.M into command throw, but if they stand block, command throw will usually whiff after anything other than a jump forward j.L that lands right in front of them. This is because they walk back a very small, possibly even unnoticeable distance which puts them outside of the command throw range, where they would get hit if they crouch blocked due to staying stationary. This means that your ability to mix someone up midscreen consists largely of one tick normal into either command throw (to catch crouch blocking opponents) or 2M (to catch stand blocking opponents.)

The other option you have midscreen that doesn't end your turn is to space [4]6L from a far enough distance that it is plus on block. This is usually done off of an absolute max range f.M, or from a f.H. Otherwise, your options are mainly just a normal string into either 214L (to have a frame advantage while transitioning back to neutral) or 214M (to prevent them from pressing buttons if they may interrupt the 214L.)

In the corner Vaseraga becomes one of the scariest characters in the game. 214L is plus on block at most ranges and that combined with the long reach on his normals lets him pressure his opponents in the corner while being outside of his opponent's comfort range. Additionally, Vaseraga has a strong mixup game by ticking into his command throw in the corner with j.L, c.L, or c.M. If the opponent tries to jump out of this range where Vaseraga has control, he can convert an antiair into big damage and a hard knockdown.

Okizeme[edit]

Vaseraga is an extremely snowbally character, relying heavily on maintaining pressure after knocking down the opponent. [4]6x lets Vaseraga maintain this pressure from seemingly impossible ranges, throwing the opponent halfscreen while allowing him to get a meaty. Vaseraga's more powerful okizeme are as follows:

c.M[edit]

c.M is a whopping +3 on block, making it one of Vas's most deadly oki options. This little punch is larger than it looks, links into itself on block for a frame trap or on hit for a combo, and, if timed properly, can bait reversals. It also catches jump out attempts, so be ready to convert if you manage to hit an opponent that just left the ground.

c.L[edit]

c.L is +3 on block, being far more plus than other c.Ls. This can be used just as c.M is, but makes baiting reversals much easier since it recovers faster. c.L can be linked into itself on hit, or c.M on crouching, leading to a good amount of damage midscreen as well as in the corner.

Great Scythe Grynoth[edit]

This is Vaseraga's riskiest oki option while giving him the least reward. Reserved for those that constantly respect your oki, this command throw throws your opponent fullscreen, where Vaseraga cannot run oki, even with a well-timed [4]6M. The reward in the corner is far greater, allowing Vaseraga to get Soul Forge up AND get a meaty with c.M. Be very wary of your spacing when using this tool, as its range is pitiful, only hitting foes who are directly in front of the 7 foot draph.

M Savage Rampage[edit]

This is an enormous gimmick that should be used lightly, but is worth noting. If you have a foe that likes to grab or DP on wakeup, using M Savage Rampage after knocking them down will handily bait their throw and most DPs, allowing for Vaseraga to get a delicious H followup counterhit, deleting their health bar. It's HIGHLY recommended that you only use this option if you already have Soul Forge up, as a stray hit from a larger DP may be your downfall. Some DPs, such as Percival's, will beat this option because it moves them further forward, hitting Vaseraga out of his armor.

Safejump[edit]

Off a 22H~H knockdown, Vaseraga can get a safejump by doing 2L(whiff) into an immediate jump and a falling j.H.

Matchup Information[edit]

Further Resources[edit]

Navigation[edit]


GBVS Smallicon.pngGranblue Fantasy Versuse
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesGaugesMisc