GBVS/Ferry/Frame Data: Difference between revisions

From Dustloop Wiki
< GBVS‎ | Ferry
No edit summary
No edit summary
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
<center>{{Character Label|GBVS|Ferry|58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
Line 55: Line 57:


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Ferry|58px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:GBVS/Navigation}}
{{#lst:GBVS/Navigation}}

Revision as of 06:30, 13 March 2022

 Ferry

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.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
For more values, see GBVS/Frame Data


System Data

name health prejump backdash Unique Movement Options
Ferry 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 15 -3 +1 2
c.XXX 300 Mid 12 3 18 -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 4 28 -15 -11 3
2L 400 Low 6 3 9 -1 +3 0
2M 600 Low 12 5 21 -11 -7 2
2H 900 All 14 6 21 -10 -6 3
2U 700 Low 10 6 17 -8 HKD 2
j.L 400 High/Air 7 4 Until L 2
j.M 600 High/Air 9 4 Until L 2
j.H 750 High/Air 10 4 Until L 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 1×9,2×5,1 22 -2 +2 4
j.U Spectral Dive 600 All 15 [13] Until L+1 21[16] 2
j.8U Ghostwing Total 56

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 L Gespenst 400 All 21 10 30 -4 0
236M M Gespenst 400 All 32 10 30 -4 0
236H H Gespenst 400 All 20 10 30 +2 0
236X > X Whip It Good 800→600 / 1200→1000 / 1200→1000 KD / KD / HKD 4
236X > 4X Heel 0 KD / KD / HKD 4
214L L Trombe 750, 150×2 Mid 16 3×4 16 -5 2
214M M Trombe 550, 150×5 Mid 24 3×7 16 -3 KD 3
214H H Trombe 550, 150×5 Mid 16 3×7 16 -3 HKD 3
623L L Beppo, Sic 'Em! 1000 All 7 12 21 -16 KD 3
623M M Beppo, Sic 'Em! 800, 500 All 13 3,9 21 -11 KD 4
623H H Beppo, Sic 'Em! 450×3 Mid 11 3,3,6 39 -26 HKD 4 1~22 All
22L L Geegee, Get 'Em! 500, 200×5 All 22 Total 45 2
22M M Geegee, Get 'Em! 500, 200×5 All 22 Total 45 2
22H H Geegee, Get 'Em! 200×5 All 45 Total 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 Total 41 +45 HKD 4
214214H Hinrichten N/A 7+0
236236U Aetheryte Requiescat 4500→3500 Mid 7+6 14 42 -37 HKD 4 1~12 All

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 3 31 HKD 0, 4
Air Throw 1500 Throw 5 5 Until L+6 0, 4
Overhead Attack 1000 High 26 6 17 -4 +1 4 4-39 Throw
10-37 Low
9-38 Airborne

Navigation

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