GBVS/Ferry/Frame Data: Difference between revisions

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{{AttackVersion|name=236H > 4X|rowspan=2}}
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Revision as of 02:58, 7 March 2020

System Data


Normal Moves

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
c.L
c.M
c.H
Auto Combo 1
c.XX
Auto Combo 2
c.XXX
f.L
f.M
  • Priority Level 2
f.H
2L
2M
  • Priority Level 2
2H
2U
j.L
j.M
j.H

Unique Action

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
Ein Ball
5U
Spectral Dive
j.U
  • Can control direction by pressing j.2U, j.4U, j.6U

Universal Mechanics

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
Ground Throw
Air Throw
Overhead Attack

Skills

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
Gespenst
236L
  • Cooldown 20F. Easy input cooldown 200F
236M
  • Cooldown 20F. Easy input cooldown 200F
236H
  • Cooldown 480F. Easy input cooldown 600F
Whip It Good
236L > X
236M > X
236H > X
Heel
236L > 4X
236M > 4X
236H > 4X
Beppo, Sic 'Em!
623L
  • Cooldown 20F. Easy input cooldown 200F
623M
  • Cooldown 20F. Easy input cooldown 200F
623H
  • Cooldown 480F. Easy input cooldown 600F
Trombe
214L
  • Cooldown 20F. Easy input cooldown 200F
214M
  • Cooldown 20F. Easy input cooldown 200F
214H
  • Cooldown 480F. Easy input cooldown 600F
Geegee, Get 'Em!
22L
  • Cooldown 172-207F. Easy input cooldown 202-237F
  • Cooldown starts when Geegee is done dsicharging
22M
  • Cooldown 185-220F. Easy input cooldown 215-250F
  • Cooldown starts when Geegee is done dsicharging
22H
  • Cooldown 584-696F. Easy input cooldown 704-816F
  • Cooldown starts when Geegee is done dsicharging

Skybound Art

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
Vergiften
236236H
Hin Liechten
214214H
Aetheryte Requiescat
236236U

Sources

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.