GBVS/Vaseraga

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Overview
Overview

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

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

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

His indomitable spirit, raw physical might, and inability to feel pain make for an overwhelmingly aggressive fighting style. Opponents are advised to approach with extreme caution.
Voice:English: SungWon Cho/Japanese: Fumihiko Tachiki

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

Pros
Cons
  • High Damage Output: Savage Rampage followups and 2H grant excellent combo damage especially in the corner.
  • Consistent Knockdowns: Vaseraga's 2M, 2U, 22X~H, 22X~M, and Great Scythe Grynoth (GSG) all provide knockdowns under a diverse set of circumstances which allow him to safely set up Soul Forge or okizeme.
  • Armor: Some of Vaseraga's moves can be given limited armor by Soul Forge which enables Vaseraga to punish many options in the mid-range, makes Savage Rampage less risky, and makes punishing jump ins with 2[H] much more safe.
  • Strong Command Throw: Vaseraga's Great Scythe Grynoth is a potent command throw that can also be used during Savage Rampage. This can put the opponent into very messy situations.
  • Space Control: 2H, 22X~, and Vaseraga's Pokes provide good ways to control screen space.
  • Button Priorities: Vaseraga has better priorities compared to the rest of the cast, giving him better chances in challenging his opponent's buttons.
  • High Health: Tied with Ladiva for highest health in the game. Combined with his armor, this enables Vaseraga to survive more punishment and take more potentially rewarding risks.
  • Slow Movement Speed: Vaseraga's walk/run speed are the slowest in the game. This can make it hard to catch your opponent in certain situations.
  • Slow Attacks: Vaseraga does not have access to a 5f normal, and his normals are generally all 1 to 9 frames slower than the normals of other characters.
  • Reliance on Knockdowns. A lot of his effective game plan and powerful tools rely on either having set up Soul Forge, or making the opponent blocking or attempting to block.
  • Armor Loses to Multi-hitting Attacks: Soul Forge's armor can be beaten by any move that hits 3 times in rapid succession and even some moves that don't, including but not limited to: Most H Fireballs, most H DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motions, and Lowain's H Parry.
  • Lack of a Reliable Reversal: Vaseraga lacks a DP-style move, his Skybound Art is slow, and his Super Skybound Art has a guard point without invulnerability. This means getting cornered can be fatal.


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

Normal Moves

c.L

c.M

c.H GBVS SoulForgeIcon.png

f.L

f.M

f.H GBVS SoulForgeIcon.png

2L

2M

2H GBVS SoulForgeIcon.png

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

Vaseraga's monster of an anti air.

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

2U

Air Normals


j.L

j.M

j.H

j.U

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

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

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

Unique Action

Soul Forge GBVS SoulForgeIcon.png

5U

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

Activates an aura that gives 2 hits of armor on specific moves. Can be safely used after a knockdown before applying okizeme. Attacks hitting Vaseraga while he's armored will have damage reduced by 50%.

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

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

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

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

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Instinction GBVS Fireball.png

214X or 5S

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

Fires a ground projectile that travels about half the stage. L/M fireballs do not knockdown without counter hit.

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

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

M and H versions initiates the skill with a quick close range slash attack. The slash attack launches opponent on hit, giving a knockdown on the M version where it normally wouldn't.

Battalions of Fear GBVS Tackle.png

[4]6X or 6S

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

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

Medium Battalions is very unsafe on block if you are close to the opponent, so you are best off using this as a counter to a slow poke from the enemy when you have armor ready. As of patch 2.01 it doesn't go as far forward, but has more pushback on block. Making it a safer option at more ranges.


H version 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 GBVS Throw.png

632146X or 4S

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

Grabs the opponent using Grynoth and throws them fullscreen.

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


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


Grabs the opponent using Grynoth and throws them fullscreen.

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


Don't forget, you can Great Scythe while in Savage Rampage stance!

Savage Rampage GBVS SoulForgeIcon.png GBVS Prep.png

22X or 2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
March
Savage Rampage > 66
Cancel
Savage Rampage > 44

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 > 66 makes Vaseraga marches forward hitting with each slow step. The slow speed of the steps combined with their low hitstun means that the steps of march will not combo into each other on block or on hit. The EX version of March is faster than the normal version.
  • Savage Rampage > 22 makes Vaseraga exits stance

Rising Slash GBVS SoulForgeIcon.png GBVS Prep.png

Savage Rampage > L

Sweeping Slash GBVS SoulForgeIcon.png GBVS Prep.png

Savage Rampage > M

Crushing Strike GBVS SoulForgeIcon.png GBVS Prep.png

Savage Rampage > H

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

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

22H~H is a very important part of Vaseraga's kit. The move is safe on block and can be granted armor by Soul Forge. These properties encourage the enemy to attempt to poke out of it in order to avoid the guard crush, which you can punish by releasing the button to hit them before they break your armor however there is a specific timing to spotdodge that will allow them to avoid the guard crush and punish. The move is also prominently used as filler in his corner 214X loops, and as an ender in the corner BnB combo. Effective use of this move is essential for Vaseraga players. Outside of combos, it is your main frametrap option while in stance. If this move counter hits the opponent or catch them while airborne it will lead into game ending damage.

Ravaging Stomp GBVS SoulForgeIcon.png GBVS Prep.png

Savage Rampage > U

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

Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will soak many hits. This followup is significantly more unsafe on block than the H followup, a property that when combined with its unique armor property, means that it is intended to be used as a bait and punish against enemy reversals when you do not already have armor ready. When you have soul forge already, you can use it to react to the hitstop of multi-hitting reversals and score a punish. This takes a lot of practice, but it will make Savage Rampage even more threatening.

Skybound Art

Bloody Moon

236236H or 236S

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

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

Super Skybound Art

Aftermath

236236U or 236S+U

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

Unleashes a moderately sized vertical burst attack, sending any foes caught in it flying. Has armor during the start-up, which means it is significantly harder to safejump by normal means. However, hitbox is smaller than it appears, especially horizontally, making this super difficult to use in neutral or as a reversal option. Is a poor reversal compared with Bloody Moon, as the armor on the move's start-up is treated the same as blocking an attack. This means that if their button makes contact early enough and can get through hitstop of their attack, the opponent can dodge to avoid the Vaseraga's super and get a significant punish. Despite these flaws, this super does massive damage and is good anti air in a lot of situations his 2H would hit, however you need to be quick to react.

External References

Navigation

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