GBVS/Ferry

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Overview

Overview

Ferry is a zoning character who excels in harassing the opponent in the mid-far range thanks to her long pokes. In addition, she also boasts arguably one of the strongest setplay tools in the game, Geegee, as he can create many ambiguous situations for the opponent to deal with when they’re put on the defensive.
Playstyle
Ferry is a zoning character who excels in harassing her opponent from afar and pulling them in to start extremely powerful pressure and okizeme.
Pros Cons
  • Powerful OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups.: Ferry's okizeme is amazing thanks to Geegee, as he allows her to set-up powerful hit/throw mixups, as well as 50/50s that can loop into itself.
  • Great Pokes: Most of Ferry's normals boasts extremely long range that can convert into knockdown with Gespenst and begin her okizeme.
  • Invincible Reversal: Ferry possesses an invincible reversal in Beppo, Sic 'Em!, which gives her a leg to stand on when defending against a close range assailant.
  • Strong Air Mobility: Spectral Dive can be used to halt Ferry's momentum and Ghostswing is great for getting around the stage during a match. Both can be used to bait anti-airs, or to get out of disadvantageous situations.
  • Slow Normals: All of Ferry's normals are slower than average, making her ability to AbareAn attack during the opponent's pressure, intended to interrupt it. somewhat awkward and often relies on her reversal to escape pressure.
  • Low Health: Ferry has lower than average health, meaning that she can't afford to make many mistakes.
  • Awkward Anti-AirsAnti-air
    A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.
    :
    Ferry's 2H and c.M only covers very specific angles and 2H is air blockable. Her reversal can remedy this but only the H version is air unblockable and it doesn't lead into good reward.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 8 +0 +4

Slower than average jab that is a solid button to mash out of pressure with when the opponent is up close, as well as having some utility when used in stagger pressure up close (i.e c.L>c.L). Without counterhit, this only combos into autocombo making it a much poorer choice to use in pressure compared to c.H. Relatively low recovery lets you use this move on an opponent's knockdown and still recover to block slow reversals such as Charlotta's flashkick, though this requires you to hit the move later in its active frames.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 6 9 +0 +4

c.M can serve as situational anti-air for deep jump ins or opponents directly overhead.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 9 4 12 +3 +7

Preferred starter for combos and pressure in most cases. +3 on block, allowing you to do things like c.H>Hinrichten and be able to capitalize on the + frames afterwards.

  • c.H > c.H is a 6f frametrap, which frametraps everyone except Ladiva, Belial and Avatar Belial since the first c.H pushes out of c.L proximity range.
  • c.H > c.M is a 4f frametrap, but requires dash momentum on block
  • Links into c.M on hit
  • Links into c.H or f.H on counterhit, as well as every other normal
Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 300 Mid 9 3 15 -3 +1
c.XXX 300 Mid 12 3 18 -4 +0

Both of these moves are combo filler primarily. They can be used to extend confirms or during block pressure to end your turn safely. Not much else to say about these moves.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
350 Mid 8 3 15 -5 -3

Solid low commitment poke in the midrange, hits low enough to catch rolls. Your primary button to jail the opponent after the opponent ends their pressure. When used to jail, you want to mix in the threat of f.L>214L vs f.L>nothing to keep them honest.

  • At its longer ranges, 623M is the only special that will combo. Otherwise, 214L and 214H combo at closer range.
Level Attribute
0
  • Clash Level 1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
650 Mid 10 5 20 -10 -6

This is your main poke at longer distances, and is a staple move of Ferry’s strong keep out game. You’ll want to use this to control the screen horizontally, eventually conditioning the opponent to try to roll or jump over it, both of which can be baited and punished. The whip is NOT disjointed, so the opponent can hit the whip to hurt you, thus exercising restraint with this move is very important.

  • Low comittment enough that Ferry can generally recover in time to anti air if it was jumped over.
  • This move can be low profiled or rolled, in which case, you can use 2M or 2U to thwart that.
  • Combos into 236H on counterhit only at all ranges
Level Attribute
2
  • Clash Level 1

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
900 Mid 14 4 28 -15 -11

Similiar to f.M with more range and damage, but slower startup and higher recovery, making it much more committal than f.M. Ferry steps forwards as she uses this move, so it can be useful in keeping up pressure on a retreating foe. If your opponent happens to jump or roll when you press f.H you will be easily punished if they were close enough, making this move undesirable to use in neutral unless your opponent is very far.

  • Combos into 236H on hit at slightly less than round start range
  • Combos into 236H on counterhit at all ranges, as well as 236L if it can reach
Level Attribute
3
  • Clash Level 2

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 9 -1 +3

Main button to mash out of pressure with, thanks to it not having a range limit unlike c.L. It has low range for a 2L though, so it can whiff against decently spaced close normals and specials. The lack of reward on this move without counterhit makes it a rather poor choice to use in pressure, as it doesn't link into f.L without counterhit. Similarly to c.L, this move can recover in time to block slow reversals, but the extra recovery on this move makes that much harder.

  • Links into c.L on hit, provided Ferry is still within c.L proximity range
  • Links into f.L on counterhit only
Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 Low 12 5 21 -11 -7

A very good long range poke which complements f.M well. 2M shares the range of f.M and not only does the hitbox hit low enough to beat low profiles and rolls, it also requires the opponent to block low, making it very difficult for them to approach or forcing them to commit to other options such as jumping. Compared to f.M, it is slower but not as slow as f.H, making this still comfortable to use at most ranges. You can also go under projectiles with this, punishing people who try to fireball in the midrange.

  • Links into 236H on counterhit only at all ranges
Level Attribute
2
  • Clash Level 1

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
900 All 14 6 21 -10 -6

Ferry’s dedicated anti air normal. This move is good for controlling the air space in front of her, but is not reliable when the opponent is directly above your head. In that case, consider another anti air option such as 623H or c.M. Due to being air blockable, this becomes a rather poor option against an opponent who is jumping and blocking to approach, in which case f.M and f.H become better far anti air options as they are air unblockable. Great combo filler, especially in juggles and Hinrichten routes.

  • Can combo into 236L or 236H on air hit, depending on height
  • Can additionally combo into 236M on air counterhit
Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 10 6 17 -8 HKD

Incredible sweep. One of her better pokes, and one of the best sweeps in the game. Grants a hard knockdown on hit. You can use the hard knockdown to go for a superjump safejump with j.H or set up Geegee oki with 22X. Preferred meterless ender when in Hinrichten. This move also is often used as an alternative to 2L as the low complement in Ferry's high/low oki.

Level Attribute
2
  • Clash Level 1

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 7 4 Until L

Primary use of this move is in Ferry’s mixup game, as rising j.L is instant overhead that can hit the entire cast, even when crouching. To convert off of it, you will need to set it up with Geegee or Vergiften. Alternatively, if you are in Hinrichten, you can convert off of it without the need of a setup, by chaining j.L into j.4U. Without a proper setup or Hinrichten, using j.L as an instant overhead is highly unsafe, even on hit. This move is also useful as an air to air up close.

Level Attribute
2
  • Clash Level 1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 High/Air 9 4 Until L

Horizontal whip attack that is very useful for controlling air space. You can also use it to hit a standing opponent at the tip, just before landing far from them. The whip does have a hurtbox so be careful when throwing it out.

Level Attribute
2
  • Clash Level 1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
750 High/Air 10 4 Until L

Primary jump in normal. The whip is a part of her hurtbox, making it susceptible to anti airs if your opponent times it properly, however this can be rather difficult due to the very good range it boasts. The threat of this normal also potentially allows you to land without pressing it and punish an anti air attempt.

Level Attribute
3
  • Clash Level 2


Unique Action

Ein Ball

5U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
100×15 Mid 17 1×9,2×5,1 22 -2 +2

Performs a multi-hit attack that deals a substantial amount of chip damage if blocked close. It also gains a good chunk of meter if all hits are blocked and is only -2 on block. The majority of hits are point-blank, so you’ll want to dash up to them prior, but it is mostly disjointed so it can serve as a counterpoke. Its multi-hit property makes it extremely effective against armor moves with limited number of hits, such as Vaseraga's empowered tackle, by shredding through the armor and punishing it. The low recovery of this move makes it pretty safe to whiff. Surprisingly, it prorates really well, making it useful in some combos.

Level Attribute
4

Spectral Dive

j.4U/5U/6U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 All 15 [13] Until L+1 21[16]

Dive kick. Performs a midair dive attack. If this move hits close to the opponent's feet, it's possible to be plus. The angle the move goes in can be altered by inputting j.4U or j.6U, for a total of 3 different angles. j.5/6U have 2 hits which makes them easier to be positioned so that they are plus on block. When cornered, you can jump and input j.6U as a way to escape out (however, the opponent can smack you for this if they read it). In Hinrichten, you can use j.4U to convert off of instant overhead j.L. You can also use j.4/5/6U as a way to set up pressure in general and high/low mix on opponents in Hinrichten.

Level Attribute
2
  • Clash Level 1
  • Can control direction by pressing j.4U, j.6U
  • j.5U and j.6U hit twice
  • [] indicates j.4U startup

Ghostswing

j.7U/8U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Total 56

Hooks Ferry's whip to the stage ceiling and swings her forward. Primarily used as a mobility option to get around the stage. You can stop the swing early by inputting an air normal immediately, with the most preferable button being j.L for that purpose. You can also swing backwards by inputting j.7U. You do turn around for air normals after crossing up the opponent with this, unlike a regular jump.

Level Attribute


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD
  • Forward throw slams the opponent to the ground, giving a hard knockdown afterwards. Midscreen, you can set up 22X to apply more pressure afterwards. In the corner, only 22H will work as the others go off screen.
  • Back throw has Beppo slam them to the other side, leaving them very close to Ferry. This is the preferred throw for okizeme afterwards midscreen due to this property, allowing for 22H oki.

Both throws can convert into Geegee if it was placed beforehand. If following up either throw into 22H, Ferry will be at a frame disadvantage. The threat of 623H can help deal with this, but this only converts into Geegee if the opponent is cornered.

Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until L+6

Grabs the opponent and slams them back into the ground. Good air to air option. If Geegee was was set up prior, you can convert off of it afterwards.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1 4-39 Throw
10-37 Low
9-38 Airborne

Probably one of the worse universal overhead attacks in the game, due to it moving Ferry back as opposed to forward, making it hard to utilize in pressure or get much reward out of on counterhit. Luckily, it isn’t that big of a deal, as Ferry has a better overhead mixup anyway.

Level Attribute
4


Special Moves

Gespenst

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 400 All 21 10 30 -4
236M 400 All 32 10 30 -4
236H 400 All 20 10 30 +2

Performs a whip attack. It has a slow start-up and even slower recovery, but it has a long reach and clashes with projectiles. If it hits, it can be followed up by Whip It Good or Heel. Any of the whips can be rolled through on reaction, leaving Ferry very vulnerable to a punish due to the high recovery, making this move quite reckless if used excessively and predictably.


L Whip
  • Fast startup, but lowest reach.

M Whip
  • M version has longer startup but also has more reach than the L version.

H Whip
  • H version has the same range as M version but is much faster and plus on block.
Version Level Attribute
236L 0
236M 0
236H 0

236L:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)
  • Easy Input Damage: 300


236M:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)
  • Easy Input Damage: 300


236H:

  • Cooldown 480F (Technical), Cooldown 600F (Easy)
  • Easy Input Damage: 300

Whip It Good

236X > X or S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800→600 / 1200→1000 / 1200→1000 KD / KD / HKD

Deals additional damage after connecting Gespenst (automatically triggers with less damage if no other commands are input). If H version of Genspenst was used, Whip It Good will grant a hard knockdown. After M Gespenst, the enemy is popped up high enough for a followup hit, which can lead to a combo in the corner.

Level Attribute
4
  • Damage and On Hit values in are separated by 236L > X / 236M > X / 236H > X

Heel

236X > 4X or 4S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
0 KD / KD / HKD

Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage, but causes hard knockdown regardless of the version of Gespenst used. This move is a key part of setting up her midscreen oki game, as you can do 22L and go for a hit/throw + high/low mixup that can be looped into itself. If you do 22H, you can add additional layers to the mixup, such as instant overhead j.L/instant low or layering multiple high/lows if Geegee is held, albeit sacrificing the ability to loop the oki.

Each whip version has 2 visually distinct ranges which give varying levels of frame advantage or combo potential, a short range and a long range.


L Whip
  • Cannot combo after the pull. No difference in frame advantage between short and long range pulls and also the least advantageous of all the whips, but still plus enough to 22X and meaty.

M Whip
  • Both short and long range can combo into 2U > 22X for very advantageous oki. Short range can additionally combo into c.H for damage.

H Whip
  • Long range behaves identically to L whip. Short range can combo into c.L or 2L. Slightly more advantageous at short range than L whip if going straight into 22X, which can affect the timing of setups.

  • Gran wakes up 52 frames after pulling.
  • Narmaya wakes up 54 frames after pulling.
  • Everyone else wakes up in 51 frames
Level Attribute
4

Beppo, Sic 'Em!

GBVS Uppunch.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 1000 All 7 12 21 -16 KD
623M 800, 500 All 13 3,9 21 -11 KD
623H 450×3 Mid 11 3,3,6 39 -26 HKD 1~22 All

Summons Beppo to perform a rising attack. Ferry's main juggle ender and reversal (granted, the H version is the only real one).


L DP
  • Strikes near Ferry's head and has very fast startup, making it situationally useful as an anti-air, but it is susceptible to getting punished if the opponent blocks.

M DP
  • Summons Beppo a little lower vertically and further ahead compared to the L version.

Covers different air angles as well as utilized as combo filler in grounded confirms. It's much slower and thus bad to use as reaction anti-air unless the opponent is far, but it's surprisingly good as a prediction "poke".


H DP
  • Frame 1 invincible. Yep, you read that right.
  • Slower than the average reversal.

Unlike the L and M versions, it is also completely air unblockable. Grants hard knockdown. Can be low profiled or rolled through.

Version Level Attribute
623L 3
623M 4
623H 4

623L:
623M:
623H:

Trombe

GBVS Flurry.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 750, 150×2 Mid 16 3×4 16 -5
214M 550, 150×5 Mid 24 3×7 16 -3 KD
214H 550, 150×5 Mid 16 3×7 16 -3 HKD
L Version
  • Safe on block.
  • Doesn't knock down, causes a flipout instead.

Mainly used to end your block pressure safely, as well as having some utility as a frametrap tool during block pressure. Can also be used as an alternative ender if 623X is not available due to cooldown.


M Version
  • Wallbounce on counterhit.

Slower than L version, but does more damage and hits and is safer on block. On counter hit, causes a wall bounce in corner, making it a very useful move to use as a frametrap (such as from c.H).


H Version
  • Wallbounces on hit.

Great setplay starter midscreen and combo extender in the corner.

Version Level Attribute
214L 2
214M 3
214H 3

214L:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)
  • First hit that lands always does 700


214M:

  • Cooldown 20F (Technical), Cooldown 200F (Easy)
  • First hit that lands always does 550


214H:

  • Cooldown 480F (Technical), Cooldown 600F (Easy)
  • First hit that lands always does 550

Geegee, Get 'Em!

GBVS Trap.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22L 500, 200×5 All 22 Total 45
22M 500, 200×5 All 22 Total 45
22H 200×5 All 45 Total 45

Projectile that disappears if Ferry blocks or gets hit. Sends Geegee at the foe for a multi-hit attack. The attack can be delayed by holding any button except U or G, including the Skill button. You can switch which button you use to delay Geegee by holding down a different button any time after inputting it. There is also enough of a delay with releasing Geegee that you can quickly let go and press the same button again and continue holding Geegee (e.g. if you were holding Geegee with M and wanted to press f.M and still continue holding Geegee).

Geegee defines Ferry’s amazing okizeme game, as you can go for many ambiguous mixups such as hit/throw or even a high/low with c.L/2U and rising j.L, and have Geegee help you convert off of it afterwards. Geegee persists after a throw which allows for a combo, but any kind of tech will make it vanish.

If trying to convert into Geegee from neutral, H versions of special moves will generally be much more consistent at doing so since they grant hard knockdown.


L/M Version
  • Jumps out in an arc, hitting the opponent before landing.
  • If Geegee collides with an opponent, there is a notable time increase before Geegee can become active as it bounces down to the ground.

Can be useful as an anti air in some cases. In the corner, Geegee can go offscreen when using the L or M version, requiring you to use 22H if you're too close.


H Version
  • Runs across the ground stopping in front of the foe.
  • Notably lacks any sort of hitbox while travelling, which can actually make it worse than L/M version in some specific instances. Instead, Geegee can become much active much quicker assuming the opponent isn't far.

This is usually the version you want to use to set up the high/low mixup with rising j.L and 2L/2U. Can occasionally be used at neutral or in long-range pressure to attempt to force an advantageous situation for Ferry.

Version Level Attribute
22L 2
22M 2
22H 2

22L:

  • Cooldown 172-207F (Technical), Cooldown 202-237F (Easy)
  • Easy Input Damage 400, 150×5
  • Cooldown starts when Geegee is done discharging


22M:

  • Cooldown 185-220F (Technical), Cooldown 215-250F (Easy)
  • Easy Input Damage 400, 150×5
  • Cooldown starts when Geegee is done discharging


22H:

  • Cooldown 584-696F (Technical), Cooldown 704-816F (Easy)
  • Easy Input Damage 150×5
  • Cooldown starts when Geegee is done discharging


Skybound Art

Vergiften

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400×5 All 7+9 Total 41 +45 HKD

Skybound Art that launches a projectile. Releases a powerful orb that slowly bounces across the stage. Has some invincibility, but not frame 1 so it will not function as a reversal.

You can chase the projectile down to apply pressure and restrict the foe's movement options. But be aware that without some sort of setup or distance it is quite easy to to go under the orb and punish Ferry. Similar to Geegee, opponents can be thrown into this or opened up with high/low mixups to convert into it. Won't dissappear even if you get hit after it has come out.

Also serves as amazing combo filler when you have the meter to spend. Since the orb is guaranteed to come out after the super flash, it also serves as a very strong reactionary anti-air option. If the opponent ends up air blocking, you can time a c.H to hit them as they descend for an air unblockable.

Level Attribute
4
  • Clash level: 8

Hinrichten GBVS Ferry Hinrichten Icon.png

214214H or 214S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A 7+0

Install super that lasts for 600F (10 seconds).

When active, allows Ferry to chain her normals into each other in any order, but cannot repeat a normal in the chain and she can only cancel up to 3 times i.e (5H > 5M > 2U). Each hit of an autocombo contributes to this 3-move limit. Hinrichten allows you to do a multitude of things, such as reverse beat your pokes into 2L to cut down their recovery, convert off of rising j.L instant overhead without a setup prior, and combo into 2U naturally for a hard knockdown. Has some invincibility, but not frame 1 so it will not function as a reversal.

While in install, specials will not recharge until install finishes. Recharging specials used before install became active will have their timers paused and will resume recharging once the install is over.

If this super is cancelled from a normal, pressure can be continued from the normal, with c.H being best for this. If the normal ended up being a hit, a combo can be started.

There is currently no known difference between the easy input (214S) and technical input (214214H)

Level Attribute


Super Skybound Art

Aetheryte Requiescat

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4500→3500 Mid 7+6 14 42 -37 HKD 1~12 All

Invincible reversal. Performs a powerful whip attack that deals additional hits upon connecting. This skill's long reach is useful for punishing foes throwing out pokes or projectiles at a distance. You can hitconfirm into this after successfully hitting f.M, f.H or 2M, by buffering 236236 and then hitting U when you see the hit. It’s relatively easy so it’s highly recommended to learn it.

The easy input only affects the distance at which the cinematic occurs, and the cinematic does provide extra damage. At certain ranges where 236S+U and 236236U both would or wouldn't activate the cinematic, there is no damage difference between the two inputs.

Level Attribute
4
  • Clash level: 30 (Easy), 35 (Technical)


Colors

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


External References

Navigation

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