GBVS/Vaseraga/Combos: Difference between revisions

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{{notice|Character Name abbreviations and general nomencalture are currently developing and are subject to change}}
<center>{{Character Label|GBVS|Vaseraga|58px}}</center>
{{#lst:GBVS/Vaseraga/Data|Nav}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
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</div>
{{Notation-GBVS}}
{{Combo Notation
<br style="clear:both;">
| game=GBVS
 
| additional=:'''Fireball''' = [[{{BASEPAGENAME}}#Instinction|Instinction - 214X or S]]
 
:'''Tackle''' or '''Charge''' = [[{{BASEPAGENAME}}#Battlions of Fear|Battlions of Fear - [4]6X or 6S]]
=== Template ===
:'''Scythe''' or '''Command Throw''' or '''GSG''' = [[{{BASEPAGENAME}}#Great Scythe Grynoth|Great Scythe Grynoth - 632146X or 4S]]
:'''Stance''' = [[{{BASEPAGENAME}}#Savage Rampage|Savage Rampage - 22X or 2S]]
}}
==Combo List==
===Midscreen===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| c.XXX > {{clr|2|214M}}/{{clr|3|214H}} || {{clr|1|2060}}, {{clr|2|2360}}, {{clr|3|3060}} || {{clr|1|18%}}, {{clr|2|22%}}, {{clr|3|23%}} || Anyone || {{clr|2|Easy}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
| c.XXX > {{clr|1|[4]6L}} || {{clr|1|2130}} ,{{clr|2|1800}}, {{clr|3|3130}} || {{clr|1|16%}}, {{clr|2|20%}}, {{clr|3|21%}} || Anyone || {{clr|2|Easy}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
| c.XXX > {{clr|3|22H}}(1){{clr|3|-H}} || {{clr|1|2770}}, {{clr|2|3070}}, {{clr|3|3770}} || {{clr|1|18%}}, {{clr|2|22%}}, {{clr|3|23%}} || Anyone || {{clr|2|Easy}} || Requires one {{clr|3|22H}} stomp step to hit. Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
| c.XXX > {{clr|2|6M}}+{{clr|3|H}} > {{clr|3|214H}} || {{clr|1|2470}}, {{clr|2|2770}}, {{clr|3|3470}} || {{clr|1|11%}}. {{clr|2|15%}}, {{clr|3|16%}} || Anyone || {{c;r|2|Easy}} || Requires 50% meter. Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
| {{clr|2|c.M}}, {{clr|1|c.L}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2620 || 23% || Anyone || {{clr|2|Easy}} || {{clr|2|c.M}} hit confirm link.
|-
| {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}}, ({{clr|1|f.L}}) || 2800-3100, 3290-3590 || 14%, 17% || Anyone || {{clr|2|Easy}} || {{clr|1|f.L}} sets up for a meaty {{clr|2|[4]6M}} shoulder charge. Omit {{clr|1|f.L}} to keep the hard knockdown.
|-
| {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}}, {{clr|1|f.L}} > {{clr|2|6M}}+{{clr|3|H}} > {{clr|3|214H}} || {{clr|2|4304}}, {{clr|4|4596}} || 19% || All but CL || {{clr|5|Medium}} || Requires 50% meter.
|-
| {{clr|2|2M}}/{{clr|4|2U}} > {{clr|2|632146M}} || 2300-2600 || 12% || Anyone || {{clr|2|Easy}} || Requires {{clr|2|2M}}/{{clr|4|2U}} to hit close for {{clr|2|632146M}} to connect.
|-
| {{clr|4|5U}}, {{clr|2|2M}} > {{clr|3|22H-H}}, ({{clr|1|f.L}}) || 3500-3920 || 18% || Anyone || {{clr|2|Easy}} || Omit {{clr|1|f.L}} to keep the hard knockdown.
|-
| {{clr|4|5U}}, {{clr|2|2M}} > {{clr|3|22H-H}}, {{clr|1|f.L}} > {{clr|3|236236H}} || 5220 || -100% || Anyone || {{clr|5|Medium}} || Super ender of combo above.
|-
| {{clr|3|2H}} > {{clr|2|632146M}} || 2700 || 14% || Anyone || {{clr|5|Medium}} || Deep {{clr|3|2H}} anti-air.
|-
| {{clr|3|2H}} > {{clr|1|22L-L}} || 2600 || 14% || Anyone || {{clr|2|Easy}} || Cooldown-less anti-air.
|-
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|6|Very Easy}} ||  
| {{clr|3|2H}} > {{clr|3|22H-H}} > {{clr|2|2M}}/{{clr|2|632146M}} || 3660-4500 || 17%, 21% || Anyone || {{clr|2|Easy}} || {{clr|3|22H}} anti-air extension.
|-
| CH  {{clr|1|c.L}}, {{clr|2|c.M}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2620 || 22% || Anyone || {{clr|5|Medium}} ||
|-
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|3|Easy}} ||  
| CH {{clr|1|c.L}}/{{clr|2|c.M}}, {{clr|2|2M}} > {{clr|3|22H}}(1){{clr|3|H}}, ({{clr|1|f.L}}) || 3000-3420, 3300-3720 || 15-18%, 18-21% || Anyone || {{clr|5|Medium}} ||  
|-
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|7|Medium}} ||  
| CH {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}} > {{clr|2|2M}} > {{clr|2|214M}}/{{clr|3|214H}} || 4010, 4310 || 26% || Anyone || {{clr|2|Easy}} || {{clr|4|2U}} version whiffs at max range.
|-
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|4|Hard}} ||  
| CH {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}} > {{clr|2|2M}} > {{clr|3|236236H}} || 5630, 5930 || -100% || Anyone || {{clr|2|Easy}} ||
|-
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|8|Very Hard}} ||
| CH {{clr|4|UOH}}, {{clr|2|c.M}}, {{clr|1|f.L}} > {{clr|3|22H}}(1){{clr|3|-H}} || 3910 || 20% || Anyone || {{clr|2|Easy}} ||
|}
|}


==Combo List==
===Crouch-Only Midscreen===
*  All buttons are done using in game notation of LMHU. XXX represents the use of any normal buttons three times. "normal" buttons are the aforementioned LMH buttons. "Ender" means you can choose 214M, [4]6L, 22H~H, 236236H, or 236236U.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
!  Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
|-
| c.XXX > 214M || All || 1960, 2360, 3060 || 20%, 22%, 23% || All || {{clr|6|Very Easy}} || Values are for c.LXX, c.MXX, c.HXX.
| {{clr|1|c.L}}, {{clr|2|c.M}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2620 || 22% || Anyone || {{clr|5|Medium}} ||
|-
|-
| c.XXX > [4]6L || All || 1960, 2360, 3060 || 17%, 20%, 21% || All || {{clr|3|Easy}} || Values are for c.LXX, c.MXX, c.HXX.
| {{clr|2|c.M}}, {{clr|2|c.M}}XX > {{clr|2|214M}}/{{clr|3|214H}} || 2920 || 26% || Anyone || {{clr|2|Easy}} ||
|-
|-
| c.XXX > 22H~H || All || 2670, 3070, 3770 || 20%, 22%, 23% || All || {{clr|3|Easy}} || Values are for c.LXX, c.MXX, c.HXX. One March stomp must connect before canceling into the H followup.
| {{clr|1|c.L}}, {{clr|1|c.L}}, {{clr|1|f.L}} > {{clr|3|22H}}(1){{clr|3|-H}} || 3110, || 16% || Anyone || {{clr|5|Medium}}
|-
|-
| c.M, c.L, 2M > 22H~H || All || 3310 || 20% || All || {{clr|7|Medium}} || One March stomp must connect before canceling into the H followup.
| {{clr|1|c.L}}, {{clr|1|c.L}}, {{clr|1|f.L}} > {{clr|2|6M}}{{clr|3|+H}} > {{clr|3|214H}} || 2810, || 9% || Anyone || {{clr|5|Medium}} || Requires 50% meter.
|-
|-
| c.M, c.L, 2M > 22H~H, f.L > 214H || All || 4140 || 31% || All but Charlotta, Percival, Vaseraga, Zeta or Ferry || {{clr|7|Medium}} || One March stomp must connect before canceling into the H followup.
|}
|-
 
| c.M c.MXX > Ender || All || 2920, 2920, 3500 || 26%, 24%, 26% || All || {{clr|8|Very Hard}} || Values are for 214M, [4]6L, 22H~H.
===Corner===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
| c.XXX 214H 2H 22H~H c.MXX [4]6L || Corner || 4244, 4628, 5328 || 44%, 46%, 47% || All || {{clr|7|Medium}} || Values are for c.LXX, c.MXX, c.HXX
!  Combo !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| c.M, c.L, 2M > 22H~H, f.L > 214H, 2H > [4]6L || Corner || 4681 || 40% || All || {{clr|4|Hard}} || One March stomp must connect before canceling into the H followup.
|-
| 22x~[H], c.H > 214H, 2H > 22H~H, c.MXX > [4]6L || Corner || 6024 || 46% || All || {{clr|4|Hard}} || The 22x~[H] is intended to guard break, not hit. If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer.
|-
|-
| c.M c.MXX 214H 2H 22H~H 2M || Corner || 4726 || 48% || All || {{clr|8|Very Hard}} ||  
| c.XXX > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|1|22L}}-66(1){{clr|3|-H}}, {{clr|1|f.L}} || {{clr|1|3980}}, {{clr|2|4280}}, {{clr|3|4980}} || {{clr|1|33%}}, {{clr|2|37%}}, {{clr|3|38%}} || Anyone || {{clr|5|Medium}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| 2H > 22L~L || Antiair || 2600 || 14% || All || {{clr|3|Easy}} || Safer option that leads to worse oki, but will work on just about any antiair height.
| c.XXX > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|3|22H-H}}, {{clr|2|c.M}} > {{clr|2|632146M}} || {{clr|1|4440}}, {{clr|2|4740}}, {{clr|3|5440}} || {{clr|1|38%}}, {{clr|2|42%}}, {{clr|3|43%}} || Anyone || {{clr|2|Easy}} || Values are for {{clr|1|L}},{{clr|2|M}},{{clr|3|H}} autocombos.
|-
|-
| 2H > [4]6M || Antiair || 2900 || 14% || All || {{clr|7|Medium}} || On regular hit, only works if the opponent is low enough. On counter hit, [4]6M can be held to delay it to adjust for higher opponents.  
| {{clr|2|2M}}/{{clr|4|2U}} > {{clr|3|22H}}(1){{clr|3|-H}}, {{clr|2|c.M}} > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|1|[4]6L}} || 5450 || 36% || Anyone || {{clr|2|Easy}} || Substitute {{clr|2|c.M}} with {{clr|1|f.L}} at longer ranges to reach.
|-
|-
| 2H > 22L~66~H, c.M > 214H, 2H > 22H~H, 2M  || Corner Counter Hit Antiair || 6381 || 40% || All || {{clr|4|Hard}} || You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the c.M and the 2H, based on the height and distance required.
| {{clr|4|5U}}, {{clr|2|2M}} > {{clr|3|214H}}, {{clr|3|2H}} > {{clr|4|236236U}}, {{clr|3|22H}}(1) > {{clr|2|632146M}} || 6380 || -100% || Anyone || {{clr|3|Hard}} || Post-SSBA extension.
|}
|}


==Combo Theory==
==Combo Theory==
 
* Ending a combo with {{clr|2|214M}} (or {{clr|3|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|4|5U}} off, or run up to pressure them.
* Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
* Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
* Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
* Ending a combo with {{clr|3|2{{clr|3|2H}}}}~{{clr|3|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward.
* Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
* Ending a combo with airhit {{clr|1|f.L}} allows you to get a meaty with {{clr|2|[4]6M}} that is plus. You can also cancel into {{clr|3|236236H}} but it will not get the cinematic damage.
 
* {{clr|2|c.M}} {{clr|2|c.M}} is technically a 1 frame link on crouching opponents. It is difficult, but possible.
* c.M c.M is technically a 1 frame link on standing opponents. It is difficult, but possible.
* Any {{clr|1|f.L}} or {{clr|2|f.M}} will combo into {{clr|3|2{{clr|3|2H}}}}~{{clr|3|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|3|f.H}}, but not at all ranges.
* c.M links into 2M on crouching opponent.
* {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into {{clr|1|c.L}}XX and follow those respective combo routes.
* Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
* All of Vaseraga's close and crouching normals can combo into {{clr|3|214H}} leading to a knockdown midscreen or respectable damage in the corner.
* 2L links into c.L, allowing you to go into either 2M or c.LXX and follow those respective combo routes.


==Video Examples==
==Video Examples==


 
=== Template ===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! Damage !! SBA Gain !! Works on: !! Difficulty !! Notes
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|6|Very Easy}} ||
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|2|Easy}} ||
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|7|Medium}} ||
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|3|Hard}} ||
|-
| combo transcript || where || Damage || Net Gain || who || {{clr|8|Very Hard}} ||
|}


==Navigation==
==Navigation==
{{#lst:GBVS/Vaseraga/Data|Links}}
<center>{{Character Label|GBVS|Vaseraga|58px}}</center>
{{Navbar-GBVS}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
[[Category:Granblue Fantasy Versus]]
{{#lst:GBVS/Navigation}}
[[Category:Vaseraga]]

Revision as of 23:37, 3 June 2022

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

Combo List

Midscreen

Combo Damage SBA Gain Works on: Difficulty Notes
c.XXX > 214M/214H 2060, 2360, 3060 18%, 22%, 23% Anyone Easy Values are for L,M,H autocombos.
c.XXX > [4]6L 2130 ,1800, 3130 16%, 20%, 21% Anyone Easy Values are for L,M,H autocombos.
c.XXX > 22H(1)-H 2770, 3070, 3770 18%, 22%, 23% Anyone Easy Requires one 22H stomp step to hit. Values are for L,M,H autocombos.
c.XXX > 6M+H > 214H 2470, 2770, 3470 11%. 15%, 16% Anyone Template:C;r Requires 50% meter. Values are for L,M,H autocombos.
c.M, c.LXX > 214M/214H 2620 23% Anyone Easy c.M hit confirm link.
2M/2U > 22H(1)-H, (f.L) 2800-3100, 3290-3590 14%, 17% Anyone Easy f.L sets up for a meaty [4]6M shoulder charge. Omit f.L to keep the hard knockdown.
2M/2U > 22H(1)-H, f.L > 6M+H > 214H 4304, 4596 19% All but CL Medium Requires 50% meter.
2M/2U > 632146M 2300-2600 12% Anyone Easy Requires 2M/2U to hit close for 632146M to connect.
5U, 2M > 22H-H, (f.L) 3500-3920 18% Anyone Easy Omit f.L to keep the hard knockdown.
5U, 2M > 22H-H, f.L > 236236H 5220 -100% Anyone Medium Super ender of combo above.
2H > 632146M 2700 14% Anyone Medium Deep 2H anti-air.
2H > 22L-L 2600 14% Anyone Easy Cooldown-less anti-air.
2H > 22H-H > 2M/632146M 3660-4500 17%, 21% Anyone Easy 22H anti-air extension.
CH c.L, c.MXX > 214M/214H 2620 22% Anyone Medium
CH c.L/c.M, 2M > 22H(1)H, (f.L) 3000-3420, 3300-3720 15-18%, 18-21% Anyone Medium
CH 2M/2U > 22H(1)-H > 2M > 214M/214H 4010, 4310 26% Anyone Easy 2U version whiffs at max range.
CH 2M/2U > 22H(1)-H > 2M > 236236H 5630, 5930 -100% Anyone Easy
CH UOH, c.M, f.L > 22H(1)-H 3910 20% Anyone Easy

Crouch-Only Midscreen

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

Corner

Combo Damage SBA Gain Works on: Difficulty Notes
c.XXX > 214H, 2H > 22L-66(1)-H, f.L 3980, 4280, 4980 33%, 37%, 38% Anyone Medium Values are for L,M,H autocombos.
c.XXX > 214H, 2H > 22H-H, c.M > 632146M 4440, 4740, 5440 38%, 42%, 43% Anyone Easy Values are for L,M,H autocombos.
2M/2U > 22H(1)-H, c.M > 214H, 2H > [4]6L 5450 36% Anyone Easy Substitute c.M with f.L at longer ranges to reach.
5U, 2M > 214H, 2H > 236236U, 22H(1) > 632146M 6380 -100% Anyone Hard Post-SSBA extension.

Combo Theory

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

Video Examples

Template

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

Navigation

 Vaseraga