GBVS/Vaseraga: Difference between revisions

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{{Description|7|text=
{{Description|7|text=
Unleashes a moderately sized vertical burst attack, sending any foes caught in it flying.
Unleashes a moderately sized 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, hitbox is smaller than it appears, especially horizontally, making this super difficult to use in neutral or as a reversal option.
has armor during the start-up, making it effective at close-range defensively and offensively. 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 was fast enough the opponent can dodge to avoid the Vaseraga's super and get a significant punish.  
}}
}}
}}
}}

Revision as of 05:02, 26 March 2020

GBVS Vaseraga Nameplate.png
GBVS Vaseraga Portrait.png
Health
Prejump
Backdash
Colors
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Color 13
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Color 17
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Color 19
Color EX
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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
  • Tied with Ladiva for most health in the game.
  • Very high damage, especially in the corner.
  • Decent poking game thanks to normals like f.M, f.H and his fireball, Instinction.
  • Very good frame advantage up close with a plethora of damaging counter-hit confirms.
  • Multiple consistent ways to knock the enemy down and set up Soul Forge.
  • Armor granted by Soul Forge 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.
  • Effective conditioning combined with Soul Forge Armor allows Vaseraga to capitalize on enemies making mistakes and end rounds with his explosive damage.
  • Access to a long range, albeit slow, command grab - Great Scythe Grynoth.
  • 2H is a massive anti-air which leads into devastating combos on counter hit.
  • 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.
  • Below average high/low mixups due to 2L being a mid instead of a low.
  • Great Scythe Grynoth is very slow, especially the H version, allowing most characters to beat it with almost any button or even throw.
  • 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

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

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

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.

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

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

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

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

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
Singin' in the Rain
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

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

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

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 Battalions of Fear to close the gap or Savage Rampage to set up some pressure.

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
XXX

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.

Air Normals


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

Quick 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

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

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

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
Soul Forge
5U Absolute unit is about to become absolute mad lad. This means he's got the armor buff
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

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
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
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

Special Moves

Instinction
Instinction
214X or 5S "Not Banishing flat but it will do"
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
M
H

Fires a ground projectile that travels about half the stage, causing significant knockback to the foe upon landing.

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

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 Sundering Claws?
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

Charges forward with a tackling attack.

The L version of Battalions is 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

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 so you are best off using this as a counter to a slow poke from the enemy when you have armor ready.

H

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.
  • 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 and are blocked.
Great Scythe Grynoth
Great Scythe Grynoth
632146X or 4S YEET!
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

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

M Great Scythe is an anti-air command grab. The range is small so you have to be very confident in your spacing when you choose to use this, especially given the massive range of 2H.

H

Grabs the opponent using Grynoth and throws them fullscreen.

The H version of Great Scythe slides forwards before the command grab becomes active. This move does not benefit from Soul Forge armor, so the enemy must be conditioned into blocking before you use it.

Savage Rampage
Savage Rampage
22X or 2S Me going to the kitchen to eat shredded cheese at 3 AM

Initiates vaseraga's Savage Stance which can be followed up with additional inputs or canceled with 44.

  • Stance followups will auto correct if the opponent jumps over or rolls through Vaseraga.
  • Great Scythe Grynoth can be used during Stance.

22L 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.

22M 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.

22H immediately begins the 66 stomps after the move begins. This 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.
Savage Rampage Followups
Savage Rampage Followups Rising Slash Sweeping Slash Crushing Strike Ravaging Stomp

Great Scythe Grynoth
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
Rising Slash
Savage Rampage > L

Swings Grynoth in a high slash, hitting both standing and airborne foes nearby. This move does not hit crouching foes.

Sweeping Slash
Savage Rampage > M

Swings Grynoth in a low sweep, knocking down any standing foes nearby. This move can be used to catch a foe attempting to back out range.

Crushing Strike
Savage Rampage > H

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 hard to punish 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. 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.

  • Causes groundbounce on hit, allowing for a combo afterwards.
Ravaging Stomp
Savage Rampage > U

Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will soak many hits. 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.

March
Savage Rampage > 66

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.

Cancel
Savage Rampage > 44

Vaseraga exits stance to his normal state.

Great Scythe Grynoth
Savage Rampage > 632146X or 4S

Although not a technically a followup, Great Scythe Grynoth can be used while in Savage Rampage stance. See the move entry for Great Scythe Grynoth for further information on that move.

Skybound Art

Bloody Moon
Bloody Moon
236236H or 236S S P E E E N
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

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

Unleashes a moderately sized 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, 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 was fast enough the opponent can dodge to avoid the Vaseraga's super and get a significant punish.

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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.