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{{#lsth:GBVS/Ferry/Data|j.H}} | {{#lsth:GBVS/Ferry/Data|j.H}} | ||
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{{Description|7|text= | {{Description|7|text=Primary jump in normal. The whip is a part of her hurtbox, making it easier for the opponent to anti air, so proceed with caution when using it. | ||
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==Unique Action== | ==Unique Action== | ||
======<font style="visibility:hidden" size="0">Ein Ball</font>====== | ======<font style="visibility:hidden" size="0">Ein Ball</font>====== |
Revision as of 17:44, 10 February 2020
Health | |
Prejump | |
Backdash |
Overview
Ferry is a zoning character who excels in harassing the opponent in the mid-far range thanks to her long pokes. In addition, she also boasts arguably one of the strongest setplay tools in the game, Geegee, as he can create many ambiguous situations for the opponent to deal with when they’re put on the defensive.
"You're going to admit defeat so soon? I've no use for untrained pets." | |
Lore: | An Erune girl who once resided on the Mist-Shrouded Isle. She became a spirit at the moment of her death. This grim transformation occurred while she was waiting for her frail sister to return home, a period that had lasted well past her death. At Gran and Lyria's behest, she sets out on a journey to discover the whereabouts of her now-grown sibling. In addition to the crack of her whip, she fights with the faithful bite of her ghostly pets, overwhelming her opponents with phantasmagoric assaults. |
Ferry Ferry is a zoning character who excels in harassing the opponent in the mid-far range thanks to her long pokes, as well as boasting some of the strongest okizeme options in the game.
- Very long range on her normals that convert into knockdowns at any distance.
- Has an invincible reversal.
- Massive pool of special moves, all of which have a use.
- Has lockdown tools, allowing her to stay in when she wants to.
- Incredible oki game thanks to Geegee (22X), as he allows you to setup powerful hit/throw mixups, as well as high/low 50/50s that can loop into itself
- Instant overhead j.L.
- High air mobility with both j.U and j.8U.
- Incredible Skybound Arts, all of them are useful and fill a niche.
- Normals, while long, are slower than average and have bad hurtboxes.
- No real way around fireballs except 236H.
- Anti-airing can be pretty difficult, as 2H only covers specific angles and DP being pretty committal
- Frame data up close is below average
- Below average health
Normal Moves
c.L
c.L |
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c.M
c.H
c.H |
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Preferred starter for combos in most cases. +3 on block, allowing you to do things like c.H>Liechten and be able to capitalize on the + frames afterwards. Also great as combo filler in juggles. |
Auto Combo
Auto Combo |
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f.L
f.L |
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Solid poke in the midrange, and your primary button to jail the opponent after the opponent ends their pressure. When used to jail, you want to mix in the threat of f.L>214L vs f.L>nothing to keep them honest. |
f.M
f.M |
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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. This move can be low profiled, in which, you can use 2M to thwart that. |
f.H
f.H |
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Basically a glorified f.M with more range and damage, but due to the higher recovery, you’re less likely to use this in neutral unless the hit is guaranteed (like a punish for example). |
2L
2L |
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Main button to mash out of pressure with, thanks to it not having a range limit unlike c.L. Also the preferred normal to start stagger pressure with up close. Hits low. |
2M
2M |
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This move complements f.M very well. While f.M can be low profiled, 2M can stop this outright, as well as having the added utility of hitting low. Compared to f.M, it is slower so you really only want to use this to stop them from low profiling f.M or to poke at their feet. |
2H
2H |
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Ferry’s dedicated anti air normal. Air-unblockable and can convert into 236X on air hit. 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 DP or rising j.L. Great combo filler, especially in juggles and Liechten routes. |
2U
2U |
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Generic sweep. Grants hard knockdown on hit. You can use the hard knockdown to go for a safejump with j.H (jump into them, press j.H and hold back immediately after) or set up Geegee oki with 22X. Preferred meterless ender when in Liechten. |
j.L
j.L |
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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 Liechten, you can convert off of it without the need of a setup, by chaining j.L into j.4U. Without a proper setup or Liechten, using j.L as an instant overhead is unsafe, even on hit. This move is also useful as an air to air up close. |
j.M
j.M |
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Horizontal whip attack that is useful for checking opponents in the air from a distance. Not much use outside of that however. The whip does have a hurtbox so be careful when throwing it out. |
j.H
j.H |
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Primary jump in normal. The whip is a part of her hurtbox, making it easier for the opponent to anti air, so proceed with caution when using it. |
Unique Action
Ein Ball
Ein Ball 5U |
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Performs a multi-hit attack that deals a substantial amount of chip damage if blocked. This skill has a short reach at first, so use it after closing in on the foe. |
Spectral Dive
Spectral Dive j.U |
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Advancing move. Performs a midair dive attack. This skill has a fast recovery, so Ferry will be able to move first upon landing when hitting the foe's feet. This move is controllable by holding directional inputs (4/5/6). |
Ghostswing
Ghostswing j.8U |
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Hooks Ferry's whip to the stage ceiling and swings forward. Useful to swing into midair attacks, but can be used to swing backwards as well. You can change the whip's direction by inputting 7 or 9. |
Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Gespenst
Gespenst 236X or 5S |
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Whip It Good
Whip It Good 236X > X or S |
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Heel
Heel 236X > 4X or 4S |
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Beppo, Sic 'Em!
Beppo, Sic 'Em! 623X or 6S |
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Trombe
Trombe 214X or 4S |
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Geegee, Get 'Em!
Geegee, Get 'Em! 22X or 2S |
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Skybound Art
Vergiften
Vergiften 236236H or 236S |
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Invincible move that launches a projectile. Releases a powerful orb that slowly bounces across the stage. Chase the projectile down to apply pressure and restrict the foe's movement options. |
Hin Liechten
Hin Liechten 214214H or 214S |
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When active, allows Ferry to chain her normals into each other in any order, but cannot repeat a normal in the chain. Trivia: Despite "Hin Liechten" being vaguely German it has no meaning, its probably a translation error and is supposed to mean Hinrichten (to execute) |
Super Skybound Art
Aetheryte Requiescat 236236U or 236S+U |
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Invincible move. 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. |
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