GBVS/Ferry

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Revision as of 07:55, 6 February 2021 by Shtkn (talk | contribs) (→‎Overview)
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Overview

Template:CharaOverview

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

Unique Action

Ein Ball

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

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. This skill has a short reach at first, 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.

Spectral Dive

j.4U/5U/6U

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

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 Liechten, 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 Liechten.

Ghostswing

j.7U/8U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Gespenst GBVS Fireball.png

236X or 5S

Whip It Good

236X > X or S

Heel

236X > 4X 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
L
M
H

Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage, but causes hard knockdown regardless of the version of Genspent 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/shimmy 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 or low, albeit sacrificing the ability to loop the oki. If 236M was used and you are close enough, after the pull in, Ferry can follow up with a normal and continue with a combo or setup. If 236L or 236H are used, Ferry cannot combo after the pull.

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

Beppo, Sic 'Em! GBVS Uppunch.png

623X 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
L
M
H

Summons Beppo to perform a rising attack.

  • L version: Strikes near Ferry's head, making it a useful anti-air attack.
  • M version summons Beppo a little lower vertically and further ahead compared to the L version, allowing it to cover different air angles as well as be utilized as combo filler in grounded confirms. It's much slower and thus bad to use as reaction anti-air, but it's surprisingly good as a prediction "poke".
  • H version: Has frame 1 invincibility, so you can use it as a panic move to escape pressure. Unlike the L and M versions, it is also completely air unblockable. Grants hard knockdown.

Trombe GBVS Flurry.png

214X 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
L
M
H

  • L version is 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 is slower than L version, but does more damage and hits. On counter hit, causes a wall bounce in corner, making it a very scary move to get punished by in corner.
  • H version grants a hard knockdown and causes wallbounce in corner regardless of counter hit or not, making it a good way to extend combos in the corner.

Geegee, Get 'Em! GBVS Trap.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
L
M
H

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. You can switch which button you use to delay Geegee by holding down a different button immediately after inputting it. Geegee defines Ferry’s amazing okizeme game, as you can go for many ambiguous mixups such as hit/throw/shimmy or even a high/low with 2M 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.

  • L and M version: Jumps out in an arc. Can be useful as an anti air in some cases. In corner, Geegee can go offscreen when using the L or M version. If you’re too close to the corner, use 22H
  • H version: Runs across the ground stopping in front of the foe. This is usually the version you want to use to set up the high/low mixup with rising j.L and 2M.

Skybound Art

Vergiften

236236H or 236S

Hinrichten GBVS Ferry Hinrichten Icon.png

214214H or 214S

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

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. DOES NOT HAVE INVINCIBILITY FRAME 1 SO DO NOT USE IT 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.

This can also be used as a pseudo chainshift/YRC. Buffering this input in neutral while in range can be good to start pressure or catch them during fireball startup.

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

Super Skybound Art

Aetheryte Requiescat

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

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 they got hit. It’s really 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 won't activate the cinematic, there is no damage difference between the two inputs.

External References

Navigation

To edit frame data, edit values in GBVS/Ferry/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.