GBVS/Ferry/Frame Data

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Glossary

How do I read frame data?

System Data Glossary
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


System Data

name icon health prejump backdash Unique Movement Options
Ferry
GBVS_Ferry_Icon.png
9,500 5F 22F

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 400 Mid 6 3 8 +0 +4 0
c.M 700 Mid 7 6 9 +0 +4 2
c.H 1000 Mid 9 4 12 +3 +7 4
c.XX 300 Mid 9 -3 +1 2
c.XXX 300 Mid 12 -4 +0 3
f.L 350 Mid 8 3 15 -5 -3 0
f.M 650 Mid 10 5 20 -10 -6 2
f.H 900 Mid 14 -15 -11 3
2L 400 Low 6 3 9 -1 +3 0
2M 600 Low 12 5 21 -11 -7 2
2H 900 Mid 14 4 22 -10 -6 3
2U 700 Low 10 6 17 -8 HKD 2
j.L 400 High/Air 7 2
j.M 600 High/Air 11 2
j.H 750 High/Air 10 3


Unique Action

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Ein Ball 100×15 Mid 17 22 19 -2 +2 4
j.U Spectral Dive 600 All 15 [13] 2
j.8U Ghostwing


Special Moves

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L Gespenst 400 All 21 -4 KD 0
236M Gespenst 400 All 32 -4 KD 0
236H Gespenst 400 All 20 +2 KD 0
236L X Whip It Good 800→600 KD 4
236M X Whip It Good 1200→1000 KD 4
236H X Whip It Good 1200→1000 HKD 4
236L 4X Heel 0 KD 4
236M 4X Heel 0 KD 4
236H 4X Heel 0 HKD 4
214L Trombe 750, 150×2 Mid 16 12 16 -5 2
214M Trombe 550, 150×5 Mid 27 21 16 -3 KD 3
214H Trombe 550, 150×5 Mid 16 21 16 -3 HKD 3
623L Beppo, Sic 'Em! 1000 All 7 -16 KD 3
623M Beppo, Sic 'Em! 800, 500 All 13 -11 KD 4
623H Beppo, Sic 'Em! 450×3 Mid 11 -26 HKD 4
22L Geegee, Get 'Em! 500, 200×5 All 22 2
22M Geegee, Get 'Em! 500, 200×5 All 22 29 2
22H Geegee, Get 'Em! 200×5 All 45 2

Supers

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Vergiften 400×5 All 7+9 4
214214H Hinrichten N/A 7+0
236236U Aetheryte Requiescat 4500→3500 Mid 7+3 -37 HKD 4

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 1500 Throw 7 HKD 0, 4
Air Throw 1500 Throw 5 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4 4-39 Throw
10-37 Low
9-38 Airborne


Navigation

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