GBVS/Vaseraga

From Dustloop Wiki
GBVS Vaseraga Nameplate.png
GBVS Vaseraga Portrait.png
Health
Prejump
Backdash


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.

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

Pros
Cons
  • Largest health bar in the game alongside Ladiva.
  • Possibly has the highest damage potential in the game.
  • Decent poking game thanks to normals like f.5M, f.5H and his fireball Instinction.
  • Effective use of mixup options and Soul Forge allows you to bully opponents into making round ending mistakes.
  • Very good frame data up close with a plethora of damaging counter-hit confirms.
  • 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.
  • 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.
  • 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
  • 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.
  • Reliance on knockdowns. A lot of his effective gameplan and powerful tools rely on actually having time to use them.
  • 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.


Normal Moves

c.L
c.L
GBVS Vaseraga cL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500 Mid 7 3 5 +3 +7 0
GBVS Vaseraga cL.png
GBVS Vaseraga cL hitbox.png
Clash Level 1


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

c.M
c.M
GBVS Vaseraga cM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid 8 3 11 +3 +7 3
GBVS Vaseraga cM.png
GBVS Vaseraga cM hitbox.pngGBVS Vaseraga cM hitbox2.png


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.

c.H
c.H
GBVS Vaseraga cH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Mid 15 [35] 6 21 -4 0 4
GBVS Vaseraga cH.png
GBVS Vaseraga cH hitbox.png
12~21 Armor with Soul Forge


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


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 9 3 15 -3 +1 2
GBVS Vaseraga cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 12 3 18 -4 0 3
GBVS Vaseraga cXXX.png

Nothing too special about these normals. They can be used to set up frame traps with some specials or used to adjust height in juggles, but nothing is too special about them otherwise. Mostly combo and blockstring filler.

f.L
f.L
GBVS Vaseraga fL.png
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
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 8 4 10 +1 +5 2
GBVS Vaseraga fL.png
Your first choice of attack in most footsies situations.
GBVS Vaseraga fL hitbox.png

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.

f.M
f.M
GBVS Vaseraga fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 11 6 15 -4 0 3
GBVS Vaseraga fM.png
Wins trades more likely than you think.
GBVS Vaseraga fM hitbox.png


A slower f.L with slightly more damage and range, but much worse on block and whiff. While it's hard to find links using this move, you do get substantially more damage on counter hit than you do with f.L, so this is mainly used as either a punish button or a ranged poke when you know f.L won't hit.

f.H
f.H
GBVS Vaseraga fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1300 Mid 17 [37] 6 30 -15 -11 4
GBVS Vaseraga fH.png
Painful reminder to stop them from pressing, or stop himself from whiffing.
GBVS Vaseraga fH hitbox.png
16~25 Armor with Soul Forge


High commitment monster of a normal with huge range and damage.

  • As with all H normals, can be charged to have the Soul Forge armor window extended.
  • Hits from round start distance, so you can sometimes bully aggressive round start options. This is very risky and should be used sparingly, however
  • Very low reward on normal hit, but combos into 22L~M on counter hit for a solid knockdown to get your offense started.
2L
2L
GBVS Vaseraga 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 6 +2 +6 0
GBVS Vaseraga 2L.png
GBVS Vaseraga 2L hitbox.png

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
2M
GBVS Vaseraga 2M.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
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 9 4 17 -6 HKD 2
GBVS Vaseraga 2M.png
GBVS Vaseraga 2M hitbox.png


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.

2H
2H
GBVS Vaseraga 2H.png
Oh, you gonna die, baby~!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1100 Mid 13 [33] 6 26 -13 -9 4 H
GBVS Vaseraga 2H.png
The start of a combo and the end of a match.
GBVS Vaseraga 2H hitbox.jpg
11~19 Armor with Soul Forge


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.
  • Leads to absurd damage as an anti air depending on your spacing and timing.
  • Vital combo filler for 214L loops in the corner as well as other wacky juggle concepts
  • 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.
2U
2U
GBVS Vaseraga 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Low 16 3 24 -12 HKD 3
GBVS Vaseraga 2U.png
GBVS Vaseraga 2U hitbox.png


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.

j.L
j.L
GBVS Vaseraga jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Vaseraga jL.png
GBVS Vaseraga jL hitbox.png

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.

j.M
j.M
GBVS Vaseraga jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 High/Air 12 6 Until L 3
GBVS Vaseraga jM.png
GBVS Vaseraga jM hitbox.png
Clash Level 2


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.

j.H
j.H
GBVS Vaseraga jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 High/Air 12 6 Until L 4
GBVS Vaseraga jH.png
GBVS Vaseraga jH hitbox.png
Clash Level 2


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.

j.U
j.U
GBVS Vaseraga jU.png
Oh lawd he comin'
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
j.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid Until L+2 3 15 3
GBVS Vaseraga jU.png
You'd think Vaseraga landing on someone would do more damage.
GBVS Vaseraga jU hitbox.png


An interesting normal that can be used to mix up your air movement.

  • Vaseraga does a small hop which stalls 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.
  • Doesn't combo into anything on normal hit. Combos into c.L on counter hit.
  • Knocks down with a bit of advantage so you can get close range oki started.
  • NOT AN OVERHEAD.

Unique Action

???
Soul Forge
5U Absolute unit is about to become absolute mad lad.
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
5U
Soul Forge
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 21 3 22 -11 +14 3 =Soul Forge: 5~23 Armor
GBVS Vaseraga 5U.pngGBVS SoulForgeIcon.png
High risk, higher reward. • Keep this up as much as possible.
GBVS Vaseraga 5U hitbox.png


Activates an aura that gives armor properties for up to two hits when using any of the following skills or attacks:

Charged H attacks
Soul Forge Itself
Battalions of Fear (M/H)
Savage Rampage (including follow-up Skills)

Universal Mechanics

Ground Throw
Ground Throw
GBVS Vaseraga Throw.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
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD HKD 0, 4
GBVS Vaseraga Throw.pngGBVS Vaseraga BackThrow.png
Forward • Backward


Air Throw
Air Throw
GBVS Vaseraga AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD 0, 4
GBVS Vaseraga AirThrow.png


Overhead Attack
Overhead Attack
GBVS Vaseraga OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-31 Throw
12-26 Low
8-30 Airborne
GBVS Vaseraga OverheadAttack.png
GBVS Vaseraga OverheadAttack hitbox.png


Special Moves

Instinction
Instinction
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


214L
L Instinction
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 All 22 18 Total 51 -3 +1 2
GBVS Vaseraga 214X.png
GBVS Vaseraga Instinction hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 750
M


214M
M Instinction
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400, 800 Mid, All 12 3 35 -9 KD 3, 2
GBVS Vaseraga 214X.png
GBVS Vaseraga Instinction hitbox.pngGBVS Vaseraga Medium Instinction hitbox.png
  • Hitbox is the same for Heavy version.
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 350, 750
H


214H
H Instinction
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400, 800 Mid, All 9 3 23 +3 HKD 3, 2
GBVS Vaseraga 214X.png
GBVS Vaseraga Instinction hitbox.pngGBVS Vaseraga Medium Instinction hitbox.png
  • Hitbox is the same for Heavy version.
Cooldown: 480F (Technical) 600F (Easy)
Easy Input Damage 350, 750

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.

M and H Versions Initiates the skill with a quick close range slash attack.
Battalions of Fear
Battalions of Fear
[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


[4]6L
L Battalions of Fear
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1300 Mid 19 18 15 -8 HKD 4
GBVS Vaseraga 46X.png
GBVS Vaseraga LBattalionsOfFear hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
M


[4]6M
M Battalions of Fear
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1800 Mid 26 [51] 16 17 -8 KD 4 Soul Forge: 5~41 Armor
GBVS Vaseraga 46X.png
GBVS Vaseraga LBattalionsOfFear hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 3
H


[4]6H
H Battalions of Fear
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000×2 Mid 26 [76] 12(9)12 17 -4 KD 4 Soul Forge: 5~58 Armor
GBVS Vaseraga 46X.png
GBVS Vaseraga LBattalionsOfFear hitbox.pngGBVS Vaseraga MBattalionsOfFear hitbox.png
  • Hitbox for Heavy version is the same as Light and Medium, respectively.
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 2

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.

Great Scythe Grynoth
Great Scythe Grynoth
632146X or 4S THIS B*TCH EMPTY
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


632146L
L Great Scythe Grynoth
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Throw 12 3 39 KD 0, 4
GBVS Vaseraga 632146X 1.pngGBVS Vaseraga 632146X 2.png
GBVS Vaseraga GreatScytheGrynoth hitbox.png
Heavy Great Scythe Grynoth's hitbox is the same as Light version.
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 0, 1500
M


632146M
M Great Scythe Grynoth
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2500 Airthrow 9 3 39 KD 0, 4
GBVS Vaseraga 632146X 1.pngGBVS Vaseraga 632146X 2.png
GBVS Vaseraga MGreatScytheGrynoth hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 0, 2000
H


632146H
H Great Scythe Grynoth
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Throw 26 3 39 HKD 0, 4
GBVS Vaseraga 632146X 1.pngGBVS Vaseraga 632146X 2.png
GBVS Vaseraga GreatScytheGrynoth hitbox.png
Heavy Great Scythe Grynoth's hitbox is the same as Light version.
Cooldown: 480F (Technical) 600F (Easy)
Easy Input Damage 0, 1500

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: Grabs midair foes.
H: Briefly slides forward and covers additional ground.
Savage Rampage
Savage Rampage
22X or 2S Me going to the kitchen to eat shredded cheese at 3 AM
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


22L
L Savage Rampage
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
22
GBVS Vaseraga 22X.png
GBVS Vaseraga SavageRampageStomp hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
M


22M
M Savage Rampage
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
22
GBVS Vaseraga 22X.png
GBVS Vaseraga SavageRampageStomp hitbox.png
Cooldown: 20F (Technical) 200F (Easy)
H


22H
H Savage Rampage
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
15 2(25)2(25)2(25)2 +6 +10
GBVS Vaseraga 22X.png
GBVS Vaseraga SavageRampageStomp hitbox.png
Cooldown: 480F (Technical) 600F (Easy)
  • Goes into Savage Stance, which can be followed up with additional inputs or canceled with 44.
  • 22L transitions to Stance in place.
  • 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
Rising Slash
Rising Slash
Savage Rampage > L
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
22X > L
Rising Slash
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Mid 12 [32] 3 21 +1 [+2] KD 4 Soul Forge: 1~14 Armor
GBVS Vaseraga 22X-L.png
Plus On Whiff
GBVS Vaseraga RisingSlash hitbox.png


Swings Grynoth in a high slash, hitting both standing and airborne foes nearby. This skill doesn't hit crouching foes.

Sweeping Slash
Sweeping Slash
Savage Rampage > M "Gimme them legs"
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
22X > M
Sweeping Slash
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Low 16 [36] 6 29 -10 KD 4 Soul Forge: 1~21 Armor
GBVS Vaseraga 22X-M.png
GBVS Vaseraga SweepingSlash hitbox.png
If done from 22H, -4 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.

Crushing Strike
Crushing Strike
Savage Rampage > H "VIBE CHECK"
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
22X > H
Crushing Strike
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Mid 15 [40] 2 31 -4 [+16] KD 4 Soul Forge: 1~16 Armor
GBVS Vaseraga 22X-H.png
GBVS Vaseraga CrushingStrike hitbox.png


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.

Ravaging Stomp
Ravaging Stomp
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
22X > U
Ravaging Stomp
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2000 Mid 20 [40] 6 30 -11 HKD Super Armor 4 Soul Forge: 1~25 Armor
GBVS Vaseraga 22X-U.png
GBVS Vaseraga RavagingStomp hitbox.png
Clash level 18


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.

March
March
Savage Rampage > 66
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
22X > 66
March
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500×4 Mid 16 2(30)2(30)2(30)2(30) 1
If done from 22H, 15f startup and 25f gap between stomps


Vaseraga marches forward, putting the opponent in block. Actually hitting the opponent won't combo into the next step.

Cancel
Cancel
Savage Rampage > 44
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
22X > 44
Cancel
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 18


Vaseraga returns to his normal position.

Skybound Art

Bloody Moon
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
236236H
Bloody Moon
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3900→2600 Mid 8+5 18 40 -26 HKD 4 1~15 All
GBVS Vaseraga 236236H.pngGBVS Vaseraga 236236H Finish.png
GBVS Vaseraga BloodyMoon hitbox.png
Clash Level: 25 (Technical) 20 (Easy)


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

Aftermath
Aftermath
236236U or 236S+U
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236U
Aftermath
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
5000→3500 Mid 8+7 6 52 -27 HKD 4 1~20 Throw, 1~20 Guard All
GBVS Vaseraga 236236U.pngGBVS Vaseraga 236236U Finish.png
GBVS Vaseraga AftermathCloseHit hitbox.pngGBVS Vaseraga Aftermath hitbox.png
Cinematic SSBA's activation range
Clash Level: 35 (Technical) 30 (Easy)


Unleashes a massive 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.

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.