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.XXX > 6M+H > 214H 2470, 2770, 3470 11%. 15%, 16% Anyone Easy Requires 50% meter. Values are for L,M,H autocombos.
c.XXX > 6M+H > 22H(1)-H > f.5L 3130, 3430, 3920 12%. 15%, 16% Anyone Easy 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 > 632146M 2300-2600 12% Anyone Easy Requires 2M/2U to hit close for 632146M to connect.
5U, 2M > 22H-H, (f.L) 3500-3920 17% Anyone Easy Omit f.L to keep the hard knockdown.
22X-[H] > GCc.5HXX > 22H(1)-H 3770 27% Anyone Easy* Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not.
5U, 2M > 22H-H, f.L > 236236H 5220 -100% Anyone Medium Super ender of combo above.
AA 2H > 632146M 2700 14% Anyone Medium Deep 2H anti-air.
AA 2H > [4]6M 2900 14% Anyone Easy
AA 2H > [4]6H > f.5L 3660 22% Anyone Very Hard Very precise timing/height required.
AA 2H > [4]6H > f.5L > 6M+H > 22H-H > f.5L 5570 24% Anyone Very Hard Requires 50 meter.
AA 2H > 22L-L 2600 14% Anyone Easy Cooldown-less anti-air.
AA 2H > 22L-H > 2U > 22H(1) H > f.5L 5800 29% Anyone Hard Requires a deep AA connect. Combo timing will vary slightly based on the cast.
AA 2H > 22H-H > 2H > [4]6H 5380 30% Anyone Medium Requires a deeper AA to get the 22H-H but otherwise is fairly simple and consistent.
AA2H > 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
CH UOH > 2H > 22H-H 3900 18% Anyone Medium Tight link
CH UOH, 2M > 22H(1)-H > f.5L 3920 19% Anyone Easy
AA CH 2H > 22L-66-H > 2M/2U > 22H(1)-H > f.5L 5560/5800 29% Anyone Medium CH AA bnb.
AA CH 2H > 22L-66-H > 2M/2U > 22H(1)-H > f.5L > 236236H/236236U 6840/7200 -100% Anyone Medium Super enders of above combo (damage assuming you landed the 2U, which does more damage in combos.)

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
CH c.5M > 2M > 22H-H > f.5L 3720 21% Anyone Medium
CH c.5H > 2H > 22H(1)H 4400 21% Anyone Medium
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. Sets up meaty stance oki.
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, f.L > 6M+H > 214H 4304, 4596 19% Universal in corner Medium Requires 50% meter. Does not work on LN, FT, MT, LW, VS, NM, SO, DJ, YU, UN, EU, SX, or VI midscreen.
c.5M > c.5M > 214H > 2H > 22L-66-H > f.5L/2M 4910 34% Anyone* Very Hard Shockingly optimal usage of CDs comes at the cost of being very tight to do. Starter is crouching only and the 2M ender is not universal.
2M/2U > 22H(1)-H, c.M > 214H, 2H > [4]6L 5150/ 5450 36% Anyone Easy Substitute c.M with f.L at longer ranges to reach.
c.5H > 214H > 2H > 22H-H > c.5M > 632146M 6260 38% Anyone Medium Meterless corner cash out bnb.
c.5H > 214H > 2H > [4]6H 4980 32% Anyone Easy Gives Vas his best, easiest to earn oki while saving his more important CDs.
22H-L > f.5L/f.5M > 214H > 2H > [4]6H 5130/5330 36% Anyone Easy Catches people jumping out of the corner and punishes them with this.
22H-L > f.5H > 6M+H 214H > 2H > [4]6H 5620 18% Anyone Medium Rush will wiff at max range.
22X-[H] > GCc.5H > 214H >2H > 22H-H > 632146M 5980 38% Anyone Medium* Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not. Due to the nature of pushback some routes might change slightly based on where in the corner he lands the GC.
22H-L > f.5H > 236236H 4880 -100% Anyone Easy Simple distant AA confirm.
5U, 2M > 214H, 2H > 236236U, 22H(1) > 632146M 6380 -100% Anyone Hard Post-SSBA extension.

Cornered Anti Airs

Combo Damage SBA Gain Works on: Difficulty Notes
2H > [4]6H > c.5M > 214H > 2H > 22H-H > 632146M 6840 47% Anyone Hard Gives up damage for stability. Can use a 2L if c.5M will wiff for less damage but more consistency.
2H > [4]6H > 214H > 2H > 22H-H > c.5M > 632146M 7030 47% Anyone Very Hard The trick to continuing after [4]6H is to get the 1st hit of the tackle to connect as late as possible.
2H > 22H-H > 214H > 2H > [4]6H > c.5M > 632146M 7030 47% Anyone Very Hard Can use a 2L if c.5M will wiff for less damage but more consistency.
22H-L > f.5H > 214H > f.5H > 236236H 5910 -100% Anyone Medium Good at catching people jumping out of the corner. Simple combo but incredibly spacing dependent.
CH 2H > 22L-66-H > 2H > 22H-H > 214H > 2H > [4]6M 7370 44% Anyone Hard Specific heights are required for the 214H to connect properly. The 1st 2H can be replaced with a c.5H for more damage but you lose a lot of hang time on your combo.
CH 5U > c.5M > 214H > 2H > [4]6H > c.5M > 632146M 5730 43% Anyone Hard 5U is an extremely degenerate AA when you have a stock of Soul Forge. Use this to catch people trying to jump over you/crossing you up.
CH 22M-H > 2H > 22H-H > 214H > 2H > [4]6M 7100 40% Anyone Hard Any 22X-H will work but the 1st one must not be 22H.

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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