GBVSR/Ferry: Difference between revisions

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Jumps out in an arc, hitting the opponent before landing.
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.
* 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, though this is usually incidental rather than intentional due to this move's long startup. If the opponent blocks this in the air you can often unblockable them with fM 236L into Geegee for good reward.
* Can be useful as an anti air in some cases, though this is usually incidental rather than intentional due to this move's long startup. If the opponent blocks this in the air you can potentially unblockable them with fM 236L into Geegee, depending on height.
* In the corner, Geegee can go offscreen when using the L or M version, requiring you to use {{clr|3|22H}} if you're too close.
* In the corner, Geegee can go offscreen when using the L or M version, requiring you to use {{clr|3|22H}} if you're too close.
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Revision as of 13:01, 25 December 2023

Overview

Overview

Ferry is a normals based zoning character who excels in harassing the opponent in the mid-far range thanks to her long pokes and Gespenst. In addition, she also boasts one of the strongest setplayPerforming a pre-planned, calculated setup after you've knocked your opponent down. tools in the game, Geegee, as he can make way for ambiguous pressure, including instant overhead attacks.

Ferry also boasts other interesting tools, such as a divekick and ceiling swing that can enhance her mobility, and an install that grants her chains and reversal beats similar to the ones seen in French Bread games, allowing her to link attacks together in any order.

Should you seek a long-range character with a diverse toolkit and suffocating setplay, Ferry may be for you.
Ferry
GBVSR Ferry Portrait.png
Health
15000
Prejump
5f
Backdash
18f

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 high/low 50/50s.
  • Great Pokes: Most of Ferry's normals boasts extremely long range that can potentially convert into a knockdown with Gespenst and begin her okizeme.
  • Strong Air Mobility: Spectral Dive can be used to alter 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.
  • Poor Defense: All of Ferry's normals are slower than average, making her ability to abare An attack during the opponent's pressure, intended to interrupt it. rather awkward.
  • 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 cover very specific angles and 2H is air blockable. Beppo can help remedy this but also suffers from a mixture of being air blockable or leading into bad reward, depending on the version.

Normal Moves

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 8 +2 +6

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 pressure up close due to being plus on block. Relatively low recovery lets you use this move on an opponent's knockdown and still recover to block slow reversals such as Charlotta's H flashkick, though this requires you to hit the move later in its active frames.

  • Links into c.M on crouching or counterhit and combos into many specials though you will typically be going into triple attack to combo from c.L.
  • c.M, 214L or 214H can frametrap on block while remaining safe.

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Mid 7 6 9 0 +4

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

  • As an anti-air, counterhit c.M can link into c.H, 214U or 236U.
  • Can combo into Raging Strike for a highly rewarding non-counterhit anti-air.
  • Has a different animation if 22X is active or on the stage, as this move uses Geegee in its animation.
    • Frame data does not change.

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1400 Mid 9 4 12 +3 +7

Preferred starter for combos and pressure in most cases. +3 on block and being a heavy moves gives you a ton of time to confirm any counterhits.

  • c.H > c.H is a 6f frametrap, which frametraps most of the cast.
  • c.H > c.M is a 4f frametrap, but requires dash momentum on block
  • Links into c.M on grounded or air hit.
  • On counterhit, c.H links into practically anything, including any ultimate skill.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 700 Mid 12 3 18 -4 0
c.XX6M 700 Low 12 3 16 -4 KD
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. Triple attack is primarily used as combo filler or to extend confirms during pressure.
  • Keep in mind that triple attack greatly contributes to combo limit in a juggle, and Ferry's combos are severely limited by combo limit, so only use it in juggles where necessary.

c.XX6M

  • Low Triple Attack ender. Can be used with Geegee for a fuzzyable high low mix.

c.XX6H

  • Overhead Triple Attack ender.Can be used with Geegee for a fuzzyable high low mix.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 15 -5 -1

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.

  • At mid ranges (but not long range) 623M and 236L can combo.
  • 214L and 214H combo at close range.
  • At its longest ranges, only 214U combos.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800 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 block or anti air if its jumped over, depending on timing.
  • 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. Combos into 236L and 236U on normal hit at all ranges, and into 214U at surprisingly long range.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 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.

  • On normal hit, combos into 236L and 236U at all ranges. At closer range, 236H and 214U can combo on normal hit.
  • On counterhit, combos into 236H at all ranges.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2

Decent option 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 or spending resources makes it a rather poor choice to use in pressure, as it doesn't link into f.L without counterhit.

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

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800 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.

  • Combos into all the same stuff as f.M.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 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 623X 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. Good combo filler in Hinrichten routes.

  • Rather awkward to combo out of as an anti air, with available options completely changing depending on height, spacing and/or counterhit.
  • Can variously combo on regular hit, but as 2H is air blockable and counter hit slowdown makes most normal hit combos unviable, these are hardly worth listing.
  • Can setup an interesting air unblockable by cancelling into 214U if 2H hits high up.
  • Can combo into 236M on air counterhit, which usually requires a delay on the cancel depending on height. Can also link into 66H if a side swap is desired instead of damage.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 10 6 17 -8 HKD +47

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

  • Combos into 236L or 236U on normal hit at all ranges. Strangely, 214U doesn't have its vacuum effect after a 2U hit, significantly shortening the range 214U would normally combo.
  • Combos into 236H on counterhit at all ranges.

Dash Normals

66L

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 High 26 6 17 -6 KD

Easily the most useless move in Ferry's kit. A very slow and reactable overhead. There's no reason to use this as an overhead mix up with Geegee while j.L exists. It does have airborne frames which can be used to bait throws, but it doesn't combo even on counterhit so there's literally no reason to use this over Spectral Dive for throw baits. Its only niche use would probably be to finish off unexpecting opponents where j.L wouldn't do enough damage.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 13 4 27 -3 HKD +28

An attack that swaps side with the opponent. Can be used to steal the corner as it's safe on block, though this carries some amount of risk as you are putting yourself minus directly next to your opponent.

  • Can link into 2L on counterhit.

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 High/Air 7 4 Until L+1

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.

j.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
800 High/Air 9 4 Until L+1

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. Note that this cannot overhead a crouching opponent as it will always whiff against crouchers.

j.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
750 High/Air 10 4 Until L+1

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.


Unique Action

Ein Ball

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
100×15 Mid 17 1×9,2×5,1 20 -2 +2

Performs a multi-hit attack that deals a small 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. It is mostly disjointed so it can sometimes serve as a counterpoke. 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

No results
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. 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. Can combo but only on crouching opponents or with one hit counterhit. 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. This move is very good for crushing low buttons such as sweeps. When cornered, you can jump and input j.6U as a way to escape out (however, many characters are fast enough to punish the recovery of this move). In Hinrichten, you can use j.4U to convert off of instant overhead j.L.

Ghostswing

j.7U/8U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Total 37

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, or you can even air throw to avoid sticking out a normal entirely. You can also swing backwards by inputting j.7U. Unlike in GBVS, this will not turn Ferry around after crossing up in the air.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 26 HKD +49
  • Forward throw slams the opponent to the ground, giving a hard knockdown afterwards. You can safejump or 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 can lead to 22H oki if throwing them into the corner.

Both throws can convert into Geegee if it was placed beforehand.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Guard Crush 45 [52] 28 1 37 +8 [+15] +15

Ferry's Raging Strike can be used in conjunction with Geegee to get a combo without Raging Chain. Your opponent can still Brave Counter, but this can be useful if they're running out of Bravery Points or to force them to spend their Bravery Points.

  • Requires 1 Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit if used in a combo.
  • Won't Guard Crush when connecting with an opponent already in blockstun.

Raging Chain

Brave Counter


Special Moves

Gespenst

GBVS Fireball.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 600 All 15 7 32 -10
236M 600 All 32 10 30 -4
236H 800 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 except 236L 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, high recovery. Your main combo tool when hitting opponents with pokes such as f.M, 2M or f.H. It can be combo'd into off almost any button at almost any range. This move is punishable on block at closer ranges. Note that at further ranges you will not be able to do the followups, and instead will just hit the opponent away.

M Whip
  • M version has longer startup but allows for powerful combos with Heel.

H Whip
  • H version has the same range as M version but is much faster and plus on block. Can be combo'd from counter hit 2M, counter hit f.M, f.H at close ranges, counter hit f.H from all ranges, or from autocombo.

Whip It Good

236X > X or S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600→400 / 1000→800 / 1000→800 KD

Deals additional damage after connecting Gespenst (automatically triggers with less damage if no other commands are input). After M Gespenst, the enemy is popped up high enough for a followup hit, which can lead to a combo.

Heel

236X > 4X or 4S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
0 KD

Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage. This move is a key part of her combos game midscreen as you can combo off the M and H versions for damage and potentially a hard knockdown to let you run Geegee oki if you spend resources, such as 214U or Raging Chain.

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
  • No long range version as the opponent just gets smacked away instead of getting grabbed at long range. Cannot combo after the pull. The least advantageous of all the whips. Mainly used to pull them into an active Geegee, but can also be used to run pressure instead of returning to neutral.

M Whip
  • Both short and long range can combo into c.H.

H Whip
  • Short range can combo into c.L or 2L. Cannot combo after a long range pull.

Beppo, Sic 'Em!

GBVS Uppunch.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 1000 All 6 12 21 -16 KD
623M 800, 500 All 13 3,9 21 -11 KD
623H 500×3 Mid 11 3,3,6 21 -8 KD

Summons Beppo to perform a rising attack. A key anti air and combo tool for Ferry. The U version is also a powerful invincible reversal at the cost of 50 meter.


L DP

Strikes near Ferry's head and has very fast startup.

  • Situationally useful as an anti-air, but it is susceptible to getting punished if the opponent blocks near Ferry.
  • Depending on height, counterhit 623L can combo into f.H or 214U.

M DP

Summons Beppo a little lower vertically and further horizontally compared to the L version.

  • Decent combo ender.
  • The safest of Ferry's far anti air options. No extended hurtbox to hit unlike f.M and f.H and always -2 on air block.
  • Has 2 hits. Due to this, you're unlikely to be able to follow up on counterhit. But, if you find a counterhit where only one hit landed, follow ups are possible.

H DP

Summons Beppo at a similar angle to the M version, but closer to Ferry.

  • Fully air unblockable.
  • 3 Hits. Can follow up with f.M at most heights and f.H if they were hit very high up.
  • In the corner, a little bit of height allows for a c.H followup, making this a very important combo tool.

Trombe

GBVS Flurry.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 700, 150×2 Mid 16 3×4 16 -7 KD
214M 550, 150×5 Mid 24 3×7 16 -3 KD
214H 550, 150×5 Mid 16 3×7 16 -3 KD
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.

Main combo extender in the corner.

Geegee, Get 'Em!

GBVS Trap.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 700, 100×5 All 22 Total 45
22M 700, 100×5 All 22 Total 45
22H 200×5 All 40 Total 40

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 down L, M, H or S (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 start Geegee setplay midscreen, you will generally need to spend 50 meter on an ultimate skill or a bravery point on raging chain for a 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, though this is usually incidental rather than intentional due to this move's long startup. If the opponent blocks this in the air you can potentially unblockable them with fM 236L into Geegee, depending on height.
  • 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 before stopping in front of the foe.

  • Recovers slightly faster than the other 2 versions.
  • 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 which can be significantly better in many setups.
Version Cooldown Level
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
Counter Hit Skybound Gauge gain
22L ???f starting when Geegee is done discharging 2
22M ???f starting when Geegee is done discharging 2
22H ???f starting when Geegee is done discharging 2

22L:
22M:
22H:


Ultimate Skills

Ultimate Gespenst

GBVS Fireball.png 236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 1000, 400x2, 1000 All 16 9 30 +9 HKD +58

Ideal tool for winning fireball wars. On hit, transitions into a cinematic that causes a hard knockdown from anywhere on the screen.

  • Can never convert into Geegee as Geegee is used in the animation and disappears from the stage if this hits.

Ultimate Beppo, Sic 'Em!

GBVS Uppunch.png 623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 800, 200×2, 800 Mid 8 6 36 -27 HKD +38 1-14 Full

Ferry's only true reversal without using her Skybound Arts. Finishes with a spike downwards for a hard knockdown and can convert into Geegee.

Ultimate Trombe

GBVS Flurry.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 1200, 100x8 Mid 11 8 19 -3 HKD +66

Fast startup version of Trombe, with Ferry spinning her whip around her. Has a sizeable vacuum effect which drags the opponent in, effectively giving it a larger effective range.

  • Surprisingly effective as an anti air, especially against spaced empty jumps.
  • Can followup with 2U from a grounded hit, or f.H with some height.
  • Puts the opponent at the perfect distance to setup 22L or 22H oki midscreen.

Ultimate Geegee, Get 'Em!

GBVS Trap.png 22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 300×5 All 13 Total 54 +25 HKD +66

Incredibly fast version of Geegee that immediately activates when colliding with an opponent. Has 5 total hits. Good for catching opponents off guard or calling out certain options.

  • If Ferry gets hit before Geegee can activate, it will disappear. But if Geegee is already active when Ferry is hit then it will be unaffected and continue activating, unlike regular Geegee.

Skybound Arts

Vergiften

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500×5 All 7+10 Total 41 +45 HKD 7-7

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.

  • Recovers 1 Bravery Point for Ferry during superflash. Since Ferry can safely use this Skybound Art on a knockdown, she can improve her Bravery Point economy while using the orb the win neutral.
  • Removes 1 Bravery Point from the opponent on hit.

Hinrichten GBVS Ferry Hinrichten Icon.png

214214H or 214S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
N/A 7+0 6-7 All

Install super that lasts for 420 frames (7 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.

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.


Super Skybound Art

Aetheryte Requiescat

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
6000 [4000] Mid 7+6 14 42 -37 HKD +46 [+56] 1~12 All

Invincible reversal. Performs a powerful whip attack that deals additional hits upon connecting. The invincbility is very poor at going through projectiles, so be careful about using it on reaction to your opponent's options. You can hitconfirm into this after successfully hitting f.M, f.H or 2M.

  • Recovers 1 Bravery Point for Ferry during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only.


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


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