GBVS/Vaseraga/Combos

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 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.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 > 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

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
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combo transcript where Damage Net Gain who Very Hard

Navigation

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