A note about terminology: Strictly speaking, it's not clear exactly what you mean by "the quaternion is perpendicular to one of the basis vectors"...quaternions and 3-D vectors are not comparable that way. However, quaternions can be thought of as a representation of a rotation axis (3-D vector) and a scalar rotation angle, so I'll assume you want to know if
the rotation axis is perpendicular to one of the basis vectors.
For unit quaternions considered as 3-D rotations, the convention is that for q=(w,x,y,z),
x, y, and z form a 3-D vector (let's call it qv) along the rotation axis, and w=cos(alpha/2) represents the rotation angle alpha.
In your case, qv = (x,y,z) = (0, -0.229860, 0). vx, vy, and vz are all unit vectors,
so it's easier to see what's going on if you normalize qv to also be a unit vector.
Divide through by its length (0.229860) to get qv_unit = (0, -1, 0). To find
the angles between qv_unit and vx, vy, and vz, use the dot product:
For unit vectors v1=(a, b, c) and v2=(d, e, f):
cos(theta) = v1 dot v2 = ad + be + cf
qv_unit dot vx = 0*.447410 + -1*0 + 0*-894329 = 0 = cos(theta), so theta=pi/2, and
we see that qv_unit is perpendicular to vx.
qv_unit dot vy = 0*0 + -1*1 + 0*0 = -1 = cos(theta), so theta=pi, and qv_unit is
anti-parallel to vy.
qv_unit dot vz = 0*.894329 + -1*0 + 0*.447410 = 0 = cos(theta), so theta=pi/2, and
qv_unit is also perpendicular to vz.