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
Playstyle
GBVS Vaseraga Icon.png 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 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

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
1500 Mid 14 [35] 7 21 -4 0 -

Extremely damaging c.H but is equally slow. 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 or [4]6M on normal hit, leading to some pretty strong combos. This normal has a massive amount of blockstun, which makes it one of the safest ways on going into Savage Rampage without using the EX version.

Auto Combo

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
1100 Mid 13 [33] 6 26 -13 -9 -

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

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
800 Mid 27 - - - - -

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
1000 Mid 21 1 21 -11 +14 -

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
214L 800 All 23 - - -3 0 -
214M 400, 800 Mid, All 12 - - -9 Knockdown -
214H 400, 800 Mid, All 9 - - +6 HKD -

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


L Fireball
  • Good for space control.

The light version of the move can be used to control spacing very well in tandem with your long range pokes.


M Fireball
  • Has a starting hit that launches.

The medium version is faster than the light version, allowing you to check certain responses in situations where the light version is too slow.


H Fireball
  • Has a starting hit that launches.
  • Two hit EX fireball.

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.

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
[4]6L 1300 Mid 19 18 15 -8 HKD -
[4]6M 1800 Mid 26 18 19 -12 KD -
[4]6H 1000*2 Mid 27 [79] 33 17 -4 KD -

Charges forward with a tackling attack.


L Version
  • +9 on block at maximum range.

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.


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.
  • +7 on block at maximum range.

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.

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
632146L 2000 Throw 12 - - - KD -
632146M 2500 Airthrow 9 - - - KD -
632146H 2000 Throw 26 - - - HKD -=

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.

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


L Version
  • Command grab.

M Version
  • Anti-air command grab.

This move is important because it covers 2H blind spot while also being faster.


H Version
  • 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.

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
22L - - 22 - - - - -
22M - - 22 - - - - -
22H - - - - - - - -
22X 66 500*4 Mid - - - - - -
22X 44 - - - - - - - -

  • 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 > 44 makes Vaseraga exits stance.

Initiates vaseraga's Savage Stance which can be followed up with additional inputs or canceled with 44. Great Scythe Grynoth can be used during Stance, especially scary during EX Stance due to the walking hitboxes.


L Stance
  • 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.


M Stance
  • 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.


H Stance
  • Immediately begins the 66 stomps after the move begins.
  • 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.

Rising Slash GBVS SoulForgeIcon.png

GBVS Prep.png 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
1500 Mid 12 [32] 3 21 +1 [+2] KD -

Swings Grynoth in a high slash, hitting both airborne foes and those standing nearby. This is the fastest move Vaseraga has from stance. This move does not hit crouching foes. If done from EX stance 22H, it's +8 on block. Due to the low recovery, when used as a frametrap during march, it will often leave you plus on spot dodge, allowing you to keep your turn or in the EX version's case punish the spot dodge

Can be held to adjust the release timing. Useful for adapting to the opponent's air movement during your startup.

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
2000 Mid 15 [40] 2 31 -4 [+16] KD -

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
2000 Mid 28 [48] 6 30 -11 HKD -

Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will armor any number of hits until active. 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, the 2 hits act as a buffer you can use 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.

This move also serves as a necessary defense against opponents simply using SBA/SSBA against you in stance. While experienced opponents know better than to try, never forget to simply push U against newcomers trying to beat your stance with supers.

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
3900→2600 Mid 6+5 - - -26 HKD -

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
5000→3000 Mid 8+7 - - -27 HKD -

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.

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Vaseraga Color 01.png
GBVS Vaseraga Color 02.png
GBVS Vaseraga Color 03.png
GBVS Vaseraga Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Vaseraga Color 05.png
GBVS Vaseraga Color 06.png
GBVS Vaseraga Color 07.png
GBVS Vaseraga Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Vaseraga Color 09.png
GBVS Vaseraga Color 10.png
GBVS Vaseraga Color 11.png
GBVS Vaseraga Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Vaseraga Color 13.png
GBVS Vaseraga Color 14.png
GBVS Vaseraga Color 15.png
GBVS Vaseraga Color 16.png
Color 17
Color 18
Color 19
GBVS Vaseraga Color 17.png
GBVS Vaseraga Color 18.png
GBVS Vaseraga Color 19.png
Weapons
01
02
03
04
GBVS Vaseraga Weapon 01.png
GBVS Vaseraga Weapon 02.png
GBVS Vaseraga Weapon 03.png
GBVS Vaseraga Weapon 04.png
05
06
07
08
GBVS Vaseraga Weapon 05.png
GBVS Vaseraga Weapon 06.png
GBVS Vaseraga Weapon 07.png
GBVS Vaseraga Weapon 08.png


External References

Vaseraga Match Video Database

Navigation

Ambox notice.png To edit frame data, edit values in GBVS/Vaseraga/Data.