Difference between revisions of "GBVS/Vaseraga"

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{{infoGBVS
+
{{InvisibleHeader}}{{NavTabs|game=GBVS|chara=Vaseraga|discord=https://discord.gg/cMHSNjB}}
| fullname = Vaseraga
+
======<span style="visibility:hidden;font-size:0">Overview</span>======
| image = GBVS Vaseraga Portrait.png
+
{{FlexContainer}}
| health = {{#lst:GBVS/Vaseraga/Data|health}}
+
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
| prejump = {{#lst:GBVS/Vaseraga/Data|prejump}}
+
{{FP Box
| backdash = {{#lst:GBVS/Vaseraga/Data|backdash}}
+
|header=Overview
| movement = {{#lst:GBVS/Vaseraga/Data|movement}}
+
|content=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.
}}
 
 
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
 
</div>
 
== 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.
 
 
{{Bio
 
{{Bio
 
| name = Vaseraga
 
| name = Vaseraga
Line 20: Line 13:
 
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.<br>
 
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.<br>
 
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.
 
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
 
}}
 
}}
 
{{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 =  
* Largest health bar in the game alongside Ladiva.
+
* '''High Damage Output''': Savage Rampage followups and {{clr|4|2H}} grant excellent combo damage especially in the corner.
*  Possibly has the highest damage potential in the game.  
+
* '''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 [[{{PAGENAME}}#Instinction|Instinction]] on block.  
* Decent poking game thanks to normals like f.5M, f.5H and his fireball Instinction.  
+
* '''Consistent Knockdowns''': Vaseraga's {{clr|3|2M}}, [[{{PAGENAME}}#2U|{{clr|2|2U}}]], 22X~{{clr|4|H}}, 22X~{{clr|3|M}}, and [[{{PAGENAME}}#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.
*  Effective use of mixup options and Soul Forge allows you to bully opponents into making round ending mistakes.  
+
* '''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.
* Very good frame data up close with a plethora of damaging counter-hit confirms.
+
* '''Space Control''': {{clr|4|2H}}, 22X~{{clr|1|L}}, and Vaseraga's Pokes provide good ways to control screen space.
*  Multiple easy ways to get hard knockdowns, giving time to use Soul Forge. Hard knockdowns are further bolstered by his previously mentioned mixup and conditioning tools like Savage Rampage and Great Scythe Grynoth.
+
* '''Button Priorities''': Vaseraga has better priorities compared to the rest of the cast, giving him better chances in challenging his opponent's buttons.
* Armor granted by Soul Forge enables you to punish all kinds of options in the mid-range, makes Savage Rampage less risky, and makes punishing jump ins with 2[H] and 5[H] very powerful and safe.
+
* '''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.
* 2H is a massive anti-air which leads into devastating combos on counter hit, same with landing a counter hit j.H.
 
* Voiced by SungWon Cho in English
 
 
| cons =
 
| cons =
* Very slow movement. Despite being well equipped to play in fireball wars, Vaseraga can struggle to catch up to fleeing opponents. At times you might have to patiently push opponents into the corner, or succeed on a good read.  
+
* '''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 gameplan and powerful tools rely on actually having time to use them.
+
* '''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.
* Largest target in the game. His big buttons make whiff-punishing him easier, he's easy to anti-air, his roll and dodge are easy to punish, and he is more susceptible to certain characters air gimmicks. Being big is just trouble all around for him.  
+
* '''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 {{Tt|DP|Dragon Punch{{Hrule}}A move that has invulnerability during its startup, long recovery, and a rising motion}}s, and Lowain's H Parry.
 +
* '''GSG Issues''': This command throw is very slow, especially the H version. L and H GSG often lose to opponents simply mashing buttons. Furthermore M GSG has little use because it has slightly less range and much less reward than his primary anti-air normal, {{clr|4|2H}}.
 +
* '''Lack of a Reliable Reversal''': Vaseraga lacks a DP-style move, his SBA is slow, and his SSBA has a guard point without invulnerability. This means getting cornered can be fatal.
 +
 
 
}}
 
}}
 
+
|subheader1={{IconText|GBVS_SoulForgeIcon|[[{{PAGENAME}}#Soul Forge|Soul Forge]]}} {{Tt|Armor|A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).}}
{{#lst:GBVS/Vaseraga/Data|Links}}
+
|content2=Vaseraga can use his unique action, Soul Forge, to gain temporary access to 2-hit armor on his next M or H-version special or H normal attack. Moves which can be granted armor with Soul Forge will have an icon next to their {{IconText|'''Name'''|GBVS_SoulForgeIcon|Right}}. The armor from Soul Forge is consumed after use and must be re-applied through another use of Soul Forge.
 +
}}
 +
{{Closediv}}<!--END TOP SECTION-->
 +
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 +
{{FP TOC}}
 +
{{FP Box
 +
| padding=no
 +
| content={{CharaInfo
 +
| game=GBVS
 +
| fullname=Vaseraga
 +
| nameplate=yes
 +
| health={{#lst:{{PAGENAME}}/Data|health}}
 +
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
 +
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
 +
| colors=yes
 +
}}
 +
}}
 +
{{Closediv}}<!--END FLEX OTHER SECTION-->
 +
{{Closediv}}
  
 
== Normal Moves==
 
== Normal Moves==
======<font style="visibility:hidden" size="0">c.L</font>======
+
======<span style="visibility:hidden;font-size:0">c.L</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_cL.png
 
|image=GBVS_Vaseraga_cL.png
|name=c.L
+
|name={{clr|1|c.L}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|c.L}}
+
{{#lst:{{PAGENAME}}/Data|c.L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Fairly standard close range poke. A bit slow compared to most c.L moves, but leaves you extremely plus on block.  Great for setting up frame traps with blockstrings such as c.L > c.M
+
Close range jab. Slower than typical {{clr|1|c.L}} moves
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">c.M</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">c.M</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_cM.png
 
|image=GBVS_Vaseraga_cM.png
|name=c.M
+
|name={{clr|3|c.M}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|c.M}}
+
{{#lst:{{PAGENAME}}/Data|c.M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Pretty amazing button. 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 {{clr|3|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.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">c.H</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">c.H</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_cH.png
 
|image=GBVS_Vaseraga_cH.png
|name=c.H
+
|name={{IconText|{{clr|4|c.H}}|GBVS_SoulForgeIcon|Right}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|c.H}}
+
{{#lst:{{PAGENAME}}/Data|c.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
Extremely damaging {{clr|4|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 {{clr|1|214L}} on normal hit, leading to some pretty strong combos.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">Auto Combo</font>======
+
======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_cXX.png |caption=
 
|image=GBVS_Vaseraga_cXX.png |caption=
Line 95: Line 110:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=XX}}
 
{{AttackVersion|name=XX}}
{{#lsth:GBVS/Vaseraga/Data|c.XX}}
+
{{#lst:{{PAGENAME}}/Data|c.XX}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=XXX}}
 
{{AttackVersion|name=XXX}}
{{#lsth:GBVS/Vaseraga/Data|c.XXX}}
+
{{#lst:{{PAGENAME}}/Data|c.XXX}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
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.
+
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.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">f.L</font>======
+
======<span style="visibility:hidden;font-size:0">f.L</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_fL.png
 
|image=GBVS_Vaseraga_fL.png
|name=f.L
+
|caption=Your first choice of attack in most footsies situations
 +
|name={{clr|1|f.L}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|f.L}}
+
{{#lst:{{PAGENAME}}/Data|f.L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Surprisingly great button.  Far more damage than most f.L pokes, though it's tied for the slowest in the game. It does however make up for that with its range.  Doesn't confirm into very much, but can see frequent use in some juggles and is extremely safe to press at range due to its range, block advantage, and fast recovery.
+
An excellent poke and one of Vaseraga's best attacks. Great range, damage, and recovery. It is highly safe to press {{clr|1|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 {{clr|4|22H}} on any hit.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">f.M</font>======
+
======<span style="visibility:hidden;font-size:0">f.M</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_fM.png
 
|image=GBVS_Vaseraga_fM.png
|name=f.M
+
|name={{clr|3|f.M}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|f.M}}
+
{{#lst:{{PAGENAME}}/Data|f.M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
A slower {{clr|1|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 {{clr|1|f.L}}, so this is mainly used as either a punish button or a ranged poke when you know {{clr|1|f.L}} won't hit.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">f.H</font>======
+
======<span style="visibility:hidden;font-size:0">f.H</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_fH.png
 
|image=GBVS_Vaseraga_fH.png
|name=f.H
+
|name={{IconText|{{clr|4|f.H}}|GBVS_SoulForgeIcon|Right}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|f.H}}
+
{{#lst:{{PAGENAME}}/Data|f.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
High commitment monster of a normal with huge range and damage.
+
High commitment poke with huge range and damage.
*As with all H normals, can be charged to have the Soul Forge armor window extended.
+
*Can be charged to manipulate timing. Soul Forge armor will activate during a charged attack.
*Hits from round start distance, so you can sometimes bully aggressive round start options.  This is very risky and should be used sparingly, however
+
*There is no damage or frame data benefit from charging.
*Very low reward on normal hit, but combos into 22L~M on counter hit for a solid knockdown to get your offense started.
+
*Hits from round start distance, so you can sometimes bully aggressive round start options.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">2L</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">2L</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_2L.png
 
|image=GBVS_Vaseraga_2L.png
|name=2L
+
|name={{clr|1|2L}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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.
+
Vaseraga's fastest normal. Surprisingly good hitbox considering the animation. Not nearly as good of a setup tool as {{clr|1|c.L}} or {{clr|3|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 {{clr|1|c.L}} if you're close enough.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">2M</font>======
+
======<span style="visibility:hidden;font-size:0">2M</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Vaseraga_2M.png
+
|image=GBVS_Vaseraga_2M.png |caption=Singin' in the Rain
|name=2M
+
|name={{clr|3|2M}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
A pretty solid low with decent range.  A key feature of this normal is that it knocks down and leaves them close, so you don't have to commit to a 2U or 22L~M to get some oki started.  Easy to combo off of if you're close enough.
+
{{clr|3|2M}} serves as Vaseraga's practical sweep, as opposed to his {{clr|2|2U}} input which is used more for poking.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">2H</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">2H</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_2H.png |caption=Oh, you gonna die, baby~!
 
|image=GBVS_Vaseraga_2H.png |caption=Oh, you gonna die, baby~!
|name=2H
+
|name={{IconText|{{clr|4|2H}}|GBVS_SoulForgeIcon|Right}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
Vaseraga's monster of an anti air.
 
Vaseraga's monster of an anti air.
*Considering the animation, it's actually pretty quick, allowing you to squeeze it into a lot of spots you might not think of mid combo.
+
*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.
*Leads to absurd damage as an anti air depending on your spacing and timing.
+
*Always combos into {{clr|1|22L -> L}} regardless of counterhit.
*Vital combo filler for 214L loops in the corner as well as other wacky juggle concepts
+
*On counterhit, can be confirmed into the highest damage combos in the game.
*As with all H normals, can be charged and doing so will extend Soul Forge's armor window. Not too useful on this button since you'll use it mostly to stuff jumps, but sometimes it comes up.
+
*High hitstun in combos allows you to combo {{clr|1|22X -> H}}
 +
*Can be charged and doing so will activate Soul Forge armor. This feature combined with Vaseraga's small hurtbox during startup allows {{clr|4|2H}} to be used to call out certain DPs when spaced.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">2U</font>======
+
======<span style="visibility:hidden;font-size:0">2U</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_2U.png
 
|image=GBVS_Vaseraga_2U.png
|name=2U
+
|name={{clr|2|2U}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|2U}}
+
{{#lst:{{PAGENAME}}/Data|2U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
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 Batalions of Fear to close the gap or Savage Rampage to set up some pressure.
+
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.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">j.L</font>======
+
===Air Normals===
 +
----
 +
======<span style="visibility:hidden;font-size:0">j.L</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_jL.png
 
|image=GBVS_Vaseraga_jL.png
|name=j.L
+
|name={{clr|1|j.L}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Extremely fast vertical jab that's active the entire time you're airborne. Funnily enough, this can hit standing characters while rising, but doesn't lead to anything.  So far, doesn't seem to be too useful. It can crossup, but comboing afterwards is very tough.
+
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.
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">j.M</span>======
======<font style="visibility:hidden" size="0">j.M</font>======
 
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_jM.png
 
|image=GBVS_Vaseraga_jM.png
|name=j.M
+
|name={{clr|3|j.M}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Horizontal swipe with great range but little verticality. Can be used while landing for a great horizontal poke, especially since jH will likely not come out in time when used that low.  Mainly used as a spacing tool.
+
Vaseraga's primary jumping attack, with large horizontal range. Quick startup for its range allows for easy whiff punishes.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">j.H</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">j.H</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_jH.png
 
|image=GBVS_Vaseraga_jH.png
|name=j.H
+
|name={{clr|4|j.H}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|j.H}}
+
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
A good jump in button.  The hitbox starts well below you, but it has less hitstun than you may think.  Does not hit behind Vaseraga despite what the animation might look like.
+
The hitbox starts below Vaseraga but extends far upward. While you will usually opt for {{clr|3|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.
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">j.U</font>======
+
======<span style="visibility:hidden;font-size:0">j.U</span>======
 
{{MoveData
 
{{MoveData
|image=GBVS_Vaseraga_jU.png |caption=Oh lawd he comin'
+
|image=GBVS_Vaseraga_jU.png |caption=You'd think Vaseraga landing on someone would do more damage
|name=j.U
+
|name={{clr|2|j.U}}
 
|input=
 
|input=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|j.U}}
+
{{#lst:{{PAGENAME}}/Data|j.U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
An interesting normal that can be used to mix up your air movement.
+
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 does a small hop which stalls 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.
* 0 or -1 oB depending on how close you are when the hitbox comes out; uncancelable.
+
*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.
*Doesn't combo into anything on normal hit.  Combos into c.L on counter hit.
+
* 0 or -1 on depending on how close you are when the hitbox comes out, and is not cancellable.
*Knocks down with a bit of advantage so you can get close range oki started.
 
*NOT AN OVERHEAD.
 
 
}}
 
}}
 
}}
 
}}
  
 
== Unique Action ==
 
== Unique Action ==
======<font style="visibility:hidden" size="0">???</font>======
+
======<span style="visibility:hidden;font-size:0">Soul Forge</span>======
 
{{MoveData
 
{{MoveData
|name=Soul Forge
+
|name={{IconText|Soul Forge|GBVS_SoulForgeIcon|Right}}
|input=5U
+
|input={{clr|2|5U}}
|image=GBVS_Vaseraga_???.png |caption=Absolute unit is about to become absolute mad lad.
+
|image=GBVS_Vaseraga_SoulForge.png |caption=High risk, higher reward
 +
|image2=GBVS_SoulForgeIcon.png |caption2=Keep this up as much as possible
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|5U}}
+
{{#lst:{{PAGENAME}}/Data|5U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Activates an aura that gives armor properties for up to two hits when using any of the following skills or attacks:
+
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%.
Charged H attacks
+
 
Soul Forge Itself
+
The two hits of armor are activated on any of the following skills or attacks:
Battalions of Fear (M/H)
+
*Charged grounded H attacks. You can still use them and preserve the armor buff so long as you don't charge them.
Savage Rampage (including follow-up Skills)
+
*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 {{clr|4|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 {{clr|4|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, {{clr|1|2L}}, is only 6F.
 
}}
 
}}
 
}}
 
}}
  
 
==Universal Mechanics==
 
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
+
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_Throw.png |caption=
 
|image=GBVS_Vaseraga_Throw.png |caption=
 +
|image2=GBVS_Vaseraga_BackThrow.png |caption2=
 
|name=Ground Throw
 
|name=Ground Throw
 
|input=
 
|input=
Line 302: Line 330:
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|LU}}
+
{{#lst:{{PAGENAME}}/Data|LU}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">Air Throw</font>======
+
 
 +
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_AirThrow.png |caption=
 
|image=GBVS_Vaseraga_AirThrow.png |caption=
Line 315: Line 344:
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|j.LU}}
+
{{#lst:{{PAGENAME}}/Data|j.LU}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
}}
 
}}
 
}}
 
}}
======<font style="visibility:hidden" size="0">Overhead Attack</font>======
+
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>======
 
{{MoveData
 
{{MoveData
 
|image=GBVS_Vaseraga_OverheadAttack.png |caption=
 
|image=GBVS_Vaseraga_OverheadAttack.png |caption=
Line 328: Line 357:
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|MH}}
+
{{#lst:{{PAGENAME}}/Data|MH}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
}}
 
}}
 
}}
 
}}
 
 
==Special Moves==
 
==Special Moves==
======<font style="visibility:hidden" size="0">Instinction</font>======
+
======<span style="visibility:hidden;font-size:0">Instinction</span>======
 
{{MoveData
 
{{MoveData
|name=Instinction
+
|name=Instinction {{Micon|1}}
 
|input=214X or 5S
 
|input=214X or 5S
|image=GBVS_Vaseraga_Instinction.png |caption=
+
|image=GBVS_Vaseraga_Instinction.png |caption= "Not Banishing flat but it will do"
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:GBVS/Vaseraga/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:GBVS/Vaseraga/Data|214M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GBVS/Vaseraga/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
Fires a ground projectile that travels about half the stage, causing significant knockback to the foe upon landing. 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.
+
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.
 
  M and H Versions Initiates the skill with a quick close range slash attack.
 
}}
 
}}
 
}}
 
}}
  
======<font style="visibility:hidden" size="0">Battalions of Fear</font>======
+
======<span style="visibility:hidden;font-size:0">Battalions of Fear</span>======
 
{{MoveData
 
{{MoveData
|name=Battalions of Fear
+
|name=Battalions of Fear {{Micon|8}}
 
|input=[4]6X or 6S
 
|input=[4]6X or 6S
|image=GBVS_Vaseraga_BattalionsOfFear.png |caption=
+
|image=GBVS_Vaseraga_BattalionsOfFear.png |caption=Sundering Claws?
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:GBVS/Vaseraga/Data|[4]6L}}
+
{{#lst:{{PAGENAME}}/Data|[4]6L}}
{{!}}-
 
{{AttackVersion|name=M}}
 
{{#lsth:GBVS/Vaseraga/Data|[4]6M}}
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{#lsth:GBVS/Vaseraga/Data|[4]6H}}
 
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 
Charges forward with a tackling attack.
 
Charges forward with a tackling attack.
M and H Versions Can be enhanced with Soul Forge.
+
 
When using technical inputs, this skill can also be charged while holding 4, 1, or 7.
+
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
 
}}
 
}}
 
======<font style="visibility:hidden" size="0">Great Scythe Grynoth</font>======
 
{{MoveData
 
|name=Great Scythe Grynoth
 
|input=632146X or 4S
 
|image=GBVS_Vaseraga_GreatScytheGrynoth.png |caption=THIS B*TCH EMPTY
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=L}}
+
{{AttackVersion|name={{IconText|M|GBVS_SoulForgeIcon|Right}}}}
{{#lsth:GBVS/Vaseraga/Data|632146L}}
+
{{#lst:{{PAGENAME}}/Data|[4]6M}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=M}}
+
{{Description|8|text=
{{#lsth:GBVS/Vaseraga/Data|632146M}}
+
Briefly delays before charging forward with a tackling attack. This version can be enhanced with [[GBVS/Vaseraga#Soul Forge|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.
 +
}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=H}}
+
{{AttackVersion|name={{IconText|H|GBVS_SoulForgeIcon|Right}}}}
{{#lsth:GBVS/Vaseraga/Data|632146H}}
+
{{#lst:{{PAGENAME}}/Data|[4]6H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
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.
+
Briefly delays before quickly forward with a tackling attack. This version can be enhanced with [[GBVS/Vaseraga#Soul Forge|Soul Forge]] armor.
M: Grabs midair foes.
+
 
H: Briefly slides forward and covers additional ground.
+
* 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
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">Great Scythe Grynoth</span>======
======<font style="visibility:hidden" size="0">Savage Rampage</font>======
 
 
{{MoveData
 
{{MoveData
|name=Savage Rampage
+
|name=Great Scythe Grynoth {{Micon|12}}
|input=22X or 2S
+
|input=632146X or 4S
|image=GBVS_Vaseraga_SavageRampage.png |caption=Me going to the kitchen to eat shredded cheese at 3 AM
+
|image=GBVS_Vaseraga_GreatScytheGrynoth.png |caption=YEET!
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:GBVS/Vaseraga/Data|22L}}
+
{{#lst:{{PAGENAME}}/Data|632146L}}
 +
{{!}}-
 +
{{Description|8|text=
 +
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.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:GBVS/Vaseraga/Data|22M}}
+
{{#lst:{{PAGENAME}}/Data|632146M}}
 +
{{!}}-
 +
{{Description|8|text=
 +
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 {{clr|4|2H}}.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:GBVS/Vaseraga/Data|22H}}
+
{{#lst:{{PAGENAME}}/Data|632146H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text=Grabs the opponent using Grynoth and throws them fullscreen.
* Goes into Savage Stance, which can be followed up with additional inputs or canceled with 44.
+
 
* 22L transitions to Stance in place.
+
The H version of Great Scythe slides forwards before the command grab becomes active. This move '''does not''' benefit from [[GBVS/Vaseraga#Soul Forge|Soul Forge]] armor, so the enemy must be conditioned into blocking before you use it.
* 22M takes a slight step backwards while transitioning.
 
* Stance followups will auto correct if the opponent jumps over Vaseraga
 
* 22H immediately transitions to 66 stomps instead of a standard stance transition. This can be canceled into followup moves before any stomps come out.
 
* Great Scythe Grynoth can be used during Stance
 
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">Savage Rampage</span>======
======<font style="visibility:hidden" size="0">Rising Slash</font>======
 
 
{{MoveData
 
{{MoveData
|name=Rising Slash
+
|name={{IconText|Savage Rampage|GBVS_SoulForgeIcon|Right}} {{Micon|18}}
|input=Savage Rampage > L
+
|input=22X or 2S
|image=GBVS_Vaseraga_RisingSlash.png |caption= " Stay outa MY airspace"
+
|image=GBVS_Vaseraga_SavageRampage.png |caption=Me going to the kitchen to eat shredded cheese at 3 AM
 
|data=
 
|data=
{{AttackDataHeader-GBVS}}
 
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|22X > L}}
+
{{Description|8|text=Initiates vaseraga's Savage Stance which can be followed up with additional inputs or canceled with 44.
{{!}}-
+
 
{{Description|8|text=
+
* Stance followups will auto correct if the opponent jumps over or rolls through Vaseraga.
Swings Grynoth in a high slash, hitting both standing and airborne foes nearby.
+
* [[GBVS/Vaseraga#Great Scythe Grynoth|Great Scythe Grynoth]] can be used during Stance.
This skill doesn't hit crouching foes.
+
'''{{clr|1|22L}}''' transitions to Stance in place.
 +
 
 +
* L Savage Rampage is useful in anti-air combos because it allows him to follow up after {{clr|4|2H}} without putting Savage Rampage on cooldown, and does not move Vaseraga away from the enemy like H version does.
 +
 
 +
'''{{clr|3|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.
 +
 
 +
'''{{clr|4|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 {{clr|4|22H}}~{{clr|4|H}} which grants a knockdown and leaves Vaseraga close to the enemy for strong okizeme.
 
}}
 
}}
 
}}
 
}}
 
+
======<span style="visibility:hidden;font-size:0">Savage Rampage Follow-ups</span>======
======<font style="visibility:hidden" size="0">Sweeping Slash</font>======
 
 
{{MoveData
 
{{MoveData
|name=Sweeping Slash
+
|name={{IconText|Savage Rampage Follow-ups|GBVS_SoulForgeIcon|Right}}
|input=Savage Rampage > M
+
|image=GBVS_Vaseraga_RisingSlash.png|caption=Rising Slash
|image=GBVS_Vaseraga_SweepingSlash.png |caption= "Gimme them legs"
+
|image2=GBVS_Vaseraga_SweepingSlash.png|caption2=Sweeping Slash
 +
|image3=GBVS_Vaseraga_CrushingStrike.png|caption3=Crushing Strike
 +
|image4=GBVS_Vaseraga_RavagingStomp.png|caption4=Ravaging Stomp<br><br>
 +
|image5=GBVS_Vaseraga_GreatScytheGrynoth.png|caption5=Great Scythe Grynoth
 
|data=
 
|data=
{{AttackDataHeader-GBVS}}
+
{{AttackDataHeader-GBVS|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=Rising Slash|subtitle=Savage Rampage > {{clr|1|L}} }}
 +
{{#lst:{{PAGENAME}}/Data|22X L}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|22X > M}}
 
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text= 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 {{clr|4|22H}}, it's +8 on block.
Swings Grynoth in a low sweep, knocking down any standing foes nearby.
 
This skill can be used to catch a foe attempting to back out range.
 
}}
 
}}
 
  
======<font style="visibility:hidden" size="0">Crushing Strike</font>======
+
}}
{{MoveData
+
{{AttackVersion|name=Sweeping Slash|subtitle=Savage Rampage > {{clr|3|M}} }}
|name=Crushing Strike
+
{{#lst:{{PAGENAME}}/Data|22X M}}
|input=Savage Rampage > H
 
|image=GBVS_Vaseraga_CrushingStrike.png |caption= "VIBE CHECK"
 
|data=
 
{{AttackDataHeader-GBVS}}
 
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|22X > H}}
 
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text= 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 {{clr|4|22H}}, it's safe on block at -4.
Swings Grynoth in a vertical downward slash, causing guard crush when fully charged. Causes groundbounce on hit, allowing for a combo afterwards, making it a very important part of his BnB.
+
}}
}}
+
{{AttackVersion|name=Crushing Strike|subtitle=Savage Rampage > {{clr|4|H}} }}
}}
+
{{#lst:{{PAGENAME}}/Data|22X H}}
 
 
======<font style="visibility:hidden" size="0">Ravaging Stomp</font>======
 
{{MoveData
 
|name=Ravaging Stomp
 
|input=Savage Rampage > U
 
|image=GBVS_Vaseraga_RavagingStomp.png |caption= "You ever just tell someone....No"
 
|data=
 
{{AttackDataHeader-GBVS}}
 
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|22X > U}}
 
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text= Swings Grynoth in a vertical downward slash, causing guard crush when fully charged.  
Stomps on Grynoth unleashing a damaging blast.
 
This skill has armor properties independently, so use it to punish any foes attempting to attack Vaseraga during Savage Rampage.
 
}}
 
}}
 
  
======<font style="visibility:hidden" size="0">March</font>======
+
{{clr|4|22H}}~{{clr|4|H}} is a very important part of Vaseraga's kit. The move is hard to punish on block and can be granted armor by [[GBVS/Vaseraga#Soul Forge|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.
{{MoveData
+
* Causes groundbounce on hit, allowing for a combo afterwards.
|name=March
+
}}
|input=Savage Rampage > 66
+
{{AttackVersion|name=Ravaging Stomp|subtitle=Savage Rampage > {{clr|2|U}} }}
|image=GBVS_Vaseraga_March.png |caption=
+
{{#lst:{{PAGENAME}}/Data|22X U}}
|data=
+
{{!}}-
{{AttackDataHeader-GBVS}}
+
{{Description|8|text= 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 {{clr|4|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.
 +
}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|22X > 66}}
+
{{AttackVersion|name=March|subtitle=Savage Rampage > 66}}
 +
{{#lst:{{PAGENAME}}/Data|22X 66}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text=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.
Vaseraga marches forward, putting the opponent in block. Actually hitting the opponent won't combo into the next step.
+
}}
}}
+
{{AttackVersion|name=Cancel|subtitle=Savage Rampage > 44}}
}}
+
{{#lst:{{PAGENAME}}/Data|22X 44}}
 
 
======<font style="visibility:hidden" size="0">Cancel</font>======
 
{{MoveData
 
|name=Cancel
 
|input=Savage Rampage > 44
 
|image=GBVS_Vaseraga_Cancel.png |caption=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|22X > 44}}
+
{{Description|8|text=Vaseraga exits stance to his normal state.
 +
}}
 +
{{AttackVersion|name=Great Scythe Grynoth|subtitle=Savage Rampage > 632146X or 4S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|8|text=Although not technically a followup, [[GBVS/Vaseraga#Great Scythe Grynoth|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.
Vaseraga returns to his normal position.
+
}}
 
 
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==Skybound Art==
 
==Skybound Art==
======<font style="visibility:hidden" size="0">Bloody Moon</font>======
+
======<span style="visibility:hidden;font-size:0">Bloody Moon</span>======
 
{{MoveData
 
{{MoveData
 
|name=Bloody Moon
 
|name=Bloody Moon
|image=GBVS_Vaseraga_BloodyMoon.png |caption=
+
|image=GBVS_Vaseraga_BloodyMoon2.png |caption='''“Will you live, or will you BREAK?”'''
|input=236236H or 236S
+
|image2=GBVS_Vaseraga_BloodyMoon.png |caption2=S P E E E N
 +
|input={{clr|4|236236H}} or 236S
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|236236H}}
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{{#lst:{{PAGENAME}}/Data|236236H}}
 
{{!}}-
 
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{{Description|7|text=
 
{{Description|7|text=
Line 543: Line 555:
 
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==Super Skybound Art==
 
==Super Skybound Art==
======<font style="visibility:hidden" size="0">Aftermath</font>======
+
======<span style="visibility:hidden;font-size:0">Aftermath</span>======
 
{{MoveData
 
{{MoveData
 
|name=Aftermath
 
|name=Aftermath
|image=GBVS_Vaseraga_Aftermath.png |caption=
+
|image=GBVS_Vaseraga_Aftermath2.png |caption=
|input=236236U or 236S+U
+
|image2=GBVS_Vaseraga_Aftermath.png |caption2=
 +
|input={{clr|2|236236U}} or 236S+U
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
 
{{!}}-
 
{{!}}-
{{#lsth:GBVS/Vaseraga/Data|236236U}}
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{{#lst:{{PAGENAME}}/Data|236236U}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Unleashes a massive vertical burst attack, sending any foes caught in it flying.
+
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, the horizontal hitbox is rather small, making this super difficult to use in neutral or as a reversal option.
+
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.  
 
}}
 
}}
 
}}
 
}}
  
 
==Navigation==
 
==Navigation==
{{#lst:GBVS/Vaseraga/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GBVS/Vaseraga/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
 
 
{{Navbar-GBVS}}
 
{{Navbar-GBVS}}
[[Category:Granblue Fantasy Versus]]
 
[[Category:Vaseraga]]
 

Latest revision as of 19:39, 7 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview[edit]
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
Playstyle
GBVS Vaseraga Icon.png 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.
  • 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.
  • 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 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.
  • GSG Issues: This command throw is very slow, especially the H version. L and H GSG often lose to opponents simply mashing buttons. Furthermore M GSG has little use because it has slightly less range and much less reward than his primary anti-air normal, 2H.
  • Lack of a Reliable Reversal: Vaseraga lacks a DP-style move, his SBA is slow, and his SSBA has a guard point without invulnerability. This means getting cornered can be fatal.
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 his next M or H-version special or H normal attack. 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.

Normal Moves[edit]

c.L[edit]
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 HitThe 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.
400 Mid 7 3 5 +3 +7

Close range jab. Slower than typical c.L moves

c.M[edit]
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 HitThe 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.
800 Mid 8 3 11 +3 +7

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[edit]
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 HitThe 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.
1500 Mid 14 [35] 7 21 -4 0

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[edit]
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 HitThe 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.
XX 400 Mid - - - -3 +1
XXX 400 Mid - - - -4 0

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[edit]
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 HitThe 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.
700 Mid 8 4 10 +1 +5

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[edit]
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 HitThe 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.
800 Mid 11 6 16 -5 -1

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[edit]
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 HitThe 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.
1300 Mid 19 [39] 6 30 -15 -11

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[edit]
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 HitThe 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.
400 Mid 6 3 6 +2 +6

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[edit]
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 HitThe 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.
700 Low 9 4 17 -9 HKD

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

2H[edit]
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 HitThe 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.
1100 Mid 13 [33] 6 26 -13 -9

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[edit]
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 HitThe 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.
900 Low 16 3 24 -12 HKD

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[edit]


j.L[edit]
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 HitThe 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.
400 High/Air 6 - - - -

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[edit]
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 HitThe 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.
700 High/Air 12 - - - -

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

j.H[edit]
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 HitThe 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.
900 High/Air 13 - - - -

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[edit]
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 HitThe 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.
800 Mid 27 - - - -

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[edit]

Soul Forge[edit]
Soul Forge GBVS SoulForgeIcon.png
5U
GBVS Vaseraga SoulForge.png
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 HitThe 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.
1000 Mid 21 1 21 -11 +14

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[edit]

Ground Throw[edit]
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 HitThe 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.
1500 Throw 7 - - HKD HKD
Air Throw[edit]
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 HitThe 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.
1500 Airthrow 5 - - HKD HKD
Overhead Attack[edit]
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 HitThe 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.
1000 High 26 6 17 -4 +1

Special Moves[edit]

Instinction[edit]
Instinction GBVS Fireball.png
214X or 5S
GBVS Vaseraga Instinction.png
"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 HitThe 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.
L 800 All 23 - - -3 KD
M 400, 800 Mid, All 12 - - -9 Knockdown
H 400, 800 Mid, All 9 - - +6 KD

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[edit]
Battalions of Fear GBVS Tackle.png
[4]6X or 6S
GBVS Vaseraga BattalionsOfFear.png
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 HitThe 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.
L 1300 Mid 19 18 15 -8 HKD

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 1800 Mid 26 18 19 -12 KD

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 GBVS SoulForgeIcon.png 1000*2 Mid 27 [79] 33 17 -4 KD

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[edit]
Great Scythe Grynoth GBVS Throw.png
632146X or 4S
GBVS Vaseraga GreatScytheGrynoth.png
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 HitThe 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.
L 2000 Throw 12 - - - KD

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 2500 Airthrow 9 - - - KD

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 2000 Throw 26 - - - HKD

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[edit]
Savage Rampage GBVS SoulForgeIcon.png GBVS Prep.png
22X or 2S
GBVS Vaseraga SavageRampage.png
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[edit]
Savage Rampage Follow-ups GBVS SoulForgeIcon.png
GBVS Vaseraga RisingSlash.png
Rising Slash
GBVS Vaseraga SweepingSlash.png
Sweeping Slash
GBVS Vaseraga CrushingStrike.png
Crushing Strike
GBVS Vaseraga RavagingStomp.png
Ravaging Stomp

GBVS Vaseraga GreatScytheGrynoth.png
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 HitThe 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.
Rising Slash
Savage Rampage > L
1500 Mid 12 [32] 3 21 +1 [+2] KD

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
1500 Low 16 [36] 6 29 -10 KD

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
2000 Mid 15 [40] 2 31 -4 [+16] KD

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
2000 Mid 28 [48] 6 30 -11 HKD

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
500*4 Mid - - - - -

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[edit]

Bloody Moon[edit]
Bloody Moon
236236H or 236S
GBVS Vaseraga BloodyMoon2.png
“Will you live, or will you BREAK?”
GBVS Vaseraga BloodyMoon.png
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 HitThe 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.
3900→2600 Mid 6+5 - - -26 HKD

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[edit]

Aftermath[edit]
Aftermath
236236U or 236S+U
GBVS Vaseraga Aftermath2.png
GBVS Vaseraga Aftermath.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 HitThe 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.
5000→3000 Mid 8+7 - - -27 HKD

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.

Navigation[edit]


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GBVS Smallicon.pngGranblue Fantasy Versuse
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