GBVS/Ferry

From Dustloop Wiki
GBVS Ferry Nameplate.png
GBVS Ferry Portrait.png
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.

Pros
Cons
  • 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


Normal Moves

c.L
c.L
GBVS Ferry cL.png
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.M
c.M
GBVS Ferry cM.png
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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 6 9 +0 +4 2
GBVS Ferry cM.png
GBVS Ferry cM Hitbox.png
c.H
c.H
GBVS Ferry cH.png
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.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 9 4 12 +3 +7 4
GBVS Ferry cH.png
GBVS Ferry cH Hitbox.png
Auto Combo
Auto Combo
GBVS Ferry cXX.png
GBVS Ferry cXXX.png
Version 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
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 9 3 15 -3 +1 2
GBVS Ferry cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 12 3 18 -4 +0 3
GBVS Ferry cXXX.png
f.L
f.L
GBVS Ferry fL.png
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
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 8 3 15 -5 -3 0
GBVS Ferry fL.png
Minus on hit...eh.
GBVS Ferry fL Hitbox.png
Clash Level 1
f.M
f.M
GBVS Ferry fM.png
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
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
650 Mid 10 5 20 -10 -6 2
GBVS Ferry fM.png
GBVS Ferry fM Hitbox1.pngGBVS Ferry fM Hitbox2.png
Frames 1~2 • Frames 3~5
Clash Level 1
f.H
f.H
GBVS Ferry fH.png
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
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 14 4 28 -15 -11 3
GBVS Ferry fH.png
GBVS Ferry fH Hitbox.png
Clash Level 2


2L
2L
GBVS Ferry 2L.png
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
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 9 -1 +3 0
GBVS Ferry 2L.png
GBVS Ferry 2L Hitbox.png
2M
2M
GBVS Ferry 2M.png
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
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Low 12 5 21 -11 -7 2
GBVS Ferry 2M.png
GBVS Ferry 2M Hitbox1.pngGBVS Ferry 2M Hitbox2.png
Frames 1~2 • Frames 3~5
Clash Level 1

Best match starter.

2H
2H
GBVS Ferry 2H.png
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
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 All 14 6 21 -10 -6 3
GBVS Ferry 2H.png
Fubuki whip
GBVS Ferry 2H Hitbox1.pngGBVS Ferry 2H Hitbox2.png
Frames 1~3 • Frames 4~6


2U
2U
GBVS Ferry 2U.png
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
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 10 6 17 -8 HKD 2
GBVS Ferry 2U.png
Warcrime
GBVS Ferry 2U Hitbox1.pngGBVS Ferry 2U Hitbox2.png
Frames 1~3 • Frames 4~6
Clash Level 1


j.L
j.L
GBVS Ferry jL.png
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
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 7 4 Until L 2
GBVS Ferry jL.png
Ah gottem GGs
GBVS Ferry jL Hitbox.png
Clash Level 1
j.M
j.M
GBVS Ferry jM.png
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
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 High/Air 9 4 Until L 2
GBVS Ferry jM.png
GBVS Ferry jM Hitbox.png
Clash Level 1
j.H
j.H
GBVS Ferry jH.png
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
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
750 High/Air 10 4 Until L 3
GBVS Ferry jH.png
You spin me right round, baby
GBVS Ferry jH Hitbox1.pngGBVS Ferry jH Hitbox2.png
Frames 1~2 • Frames 3~4
Clash Level 2


Unique Action

Ein Ball
Ein Ball
5U
GBVS Ferry 5U.png
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
5U
Ein Ball
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
100×15 Mid 17 1×9,2×5,1 22 -2 +2 4
GBVS Ferry 5U.png
Free Chip
GBVS Ferry 5U Hitbox1.pngGBVS Ferry 5U Hitbox2.png


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
GBVS Ferry jU.png
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
j.U
Spectral Dive
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 All 15 [13] Until L+1 21[16] 2
GBVS Ferry jU.png
GBVS Ferry jU Hitbox.pngGBVS Ferry j4U Hitbox.pngGBVS Ferry j6U Hitbox.png
j.5U • j.4U • j.6U
Clash Level 1
Can control direction by pressing j.4U, j.6U
j.5U and j.6U hit twice
[] indicates j.4U startup


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
GBVS Ferry j8U.png
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
j.8U
Ghostwing
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 56
GBVS Ferry j8U.png


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
GBVS Ferry Throw.png
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
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD 0, 4
GBVS Ferry Throw.pngGBVS Ferry BackThrow.png
GBVS Ferry Throw Hitbox.png


Air Throw
Air Throw
GBVS Ferry AirThrow.png
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
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 5 5 Until L+6 0, 4
GBVS Ferry AirThrow.png
GBVS Ferry AirThrow Hitbox.png


Overhead Attack
Overhead Attack
GBVS Ferry OverheadAttack.png
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
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-39 Throw
10-37 Low
9-38 Airborne
GBVS Ferry OverheadAttack.png
GBVS Ferry OverheadAttack Hitbox1.pngGBVS Ferry OverheadAttack Hitbox2.png
Frames 1~3 • Frames 4~6


Special Moves

Gespenst
Gespenst
236X or 5S
Version 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
L


236L
L Gespenst
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 All 21 10 30 -4 0
GBVS Ferry 236X.png
GBVS Ferry Gespenst Hitbox1.pngGBVS Ferry Gespenst Hitbox2.pngGBVS Ferry Gespenst Hitbox3.pngGBVS Ferry Gespenst Hitbox4.png
Frames 1~2Frames 3~4 • Frames 5~6 • Frames 7~10
Cooldown 20F (Technical), Cooldown 200F (Easy)
Easy Input Damage: 300
M


236M
M Gespenst
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 All 32 10 30 -4 0
GBVS Ferry 236X.png
GBVS Ferry Gespenst Hitbox1.pngGBVS Ferry Gespenst Hitbox2.pngGBVS Ferry Gespenst Hitbox3.pngGBVS Ferry Gespenst Hitbox4.png
Frames 1~2Frames 3~4 • Frames 5~6 • Frames 7~10
Cooldown 20F (Technical), Cooldown 200F (Easy)
Easy Input Damage: 300
H


236H
H Gespenst
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 All 20 10 30 +2 0
GBVS Ferry 236X.png
GBVS Ferry Gespenst Hitbox1.pngGBVS Ferry Gespenst Hitbox2.pngGBVS Ferry Gespenst Hitbox3.pngGBVS Ferry Gespenst Hitbox4.png
Frames 1~2Frames 3~4 • Frames 5~6 • Frames 7~10
Cooldown 480F (Technical), Cooldown 600F (Easy)
Easy Input Damage: 300

Performs a whip attack. It has a slow start-up, but it has a long reach and negates projectiles. Can be followed up by Whip It Good and Heel.

  • M and H version has longer reach.
Whip It Good
Whip It Good
236X > X or S
Version 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
L
M
H

Deals additional damage after connecting Gespenst (automatically triggers if no other commands are input).

Heel
Heel
236X > 4X or 4S
Version 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
L
M
H

Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage, but causes knockdown, allowing Ferry to apply pressure on the foe's wake-up.

Beppo, Sic 'Em!
Beppo, Sic 'Em!
623X or 6S
GBVS Ferry 623X.png
Good doggo.
Version 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
L


623L
L Beppo, Sic 'Em!
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 All 7 12 21 -16 KD 3
GBVS Ferry 623X.png
M


623M
M Beppo, Sic 'Em!
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800, 500 All 13 3,9 21 -11 KD 4
GBVS Ferry 623X.png
H


623H
H Beppo, Sic 'Em!
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
450×3 Mid 11 3,3,6 39 -26 HKD 4 1~22 All
GBVS Ferry 623X.png

Summons Beppo to perform a rising attack.

  • L version: Strikes near Ferry's head, making it a useful anti-air attack.
  • H version: Has invincibility, so try using it to create an opening when under pressure from the foe.
Trombe
Trombe
214X or 4S Beyblade Beyblade let it rip
Version 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
L


214L
L Trombe
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
750, 150×2 Mid 16 3×4 16 -5 2
GBVS Ferry 214X.png
GBVS Ferry Trombe Hitbox.png
Cooldown 20F (Technical), Cooldown 200F (Easy)
First hit that lands always does 700
M


214M
M Trombe
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550, 150×5 Mid 24 3×7 16 -3 KD 3
GBVS Ferry 214X.png
Cooldown 20F (Technical), Cooldown 200F (Easy)
First hit that lands always does 550
H


214H
H Trombe
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550, 150×5 Mid 16 3×7 16 -3 HKD 3
GBVS Ferry 214X.png
GBVS Ferry Trombe Hitbox.png
Cooldown 480F (Technical), Cooldown 600F (Easy)
First hit that lands always does 550

Performs a whip attack that hits on both sides. This skill has a long lasting hitbox and causes knockback even when blocked, so it's handy for controlling space and keeping the foe at bay.

Geegee, Get 'Em!
Geegee, Get 'Em!
22X or 2S
GBVS Ferry 22X.png
Haha got em geegees
Version 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
L


22L
L Geegee, Get 'Em!
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 200×5 All 22 Total 45 2 62
GBVS Ferry 22X.pngGBVS Ferry 22X 2.png
"Go, my son, and hold down the neutral."
GBVS Ferry GeeGeeGetEm Hitbox1.pngGBVS Ferry GeeGeeGetEm Hitbox2.pngGBVS Ferry GeeGeeGetEm Hitbox3.png
Cooldown 172-207F (Technical), Cooldown 202-237F (Easy)
Easy Input Damage 400, 150×5
Cooldown starts when Geegee is done discharging
M


22M
M Geegee, Get 'Em!
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 200×5 All 22 Total 45 2 62
GBVS Ferry 22X.pngGBVS Ferry 22X 2.png
"Go, my son, and hold down the neutral."
GBVS Ferry GeeGeeGetEm Hitbox1.pngGBVS Ferry GeeGeeGetEm Hitbox2.pngGBVS Ferry GeeGeeGetEm Hitbox3.png
Cooldown 185-220F (Technical), Cooldown 215-250F (Easy)
Easy Input Damage 400, 150×5
Cooldown starts when Geegee is done discharging
H


22H
H Geegee, Get 'Em!
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200×5 All 45 Total 45 2 62
GBVS Ferry 22X.pngGBVS Ferry 22X 2.png
"Go, my son, and hold down the neutral."
GBVS Ferry GeeGeeGetEm Hitbox2.pngGBVS Ferry GeeGeeGetEm Hitbox3.png
Cooldown 584-696F (Technical), Cooldown 704-816F (Easy)
Easy Input Damage 150×5
Cooldown starts when Geegee is done discharging

Projectile. Sends Geegee at the foe for a multi-hit attack. The attack can be delayed by holding the button. Useful on the opponent's wakeup for applying pressure and going for a mixup.

  • L and M version: Jumps out in an arc.
  • H version: Runs across the ground stopping in front of the foe.

Skybound Art

Vergiften
Vergiften
236236H or 236S Dark Angel
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
236236H
Vergiften
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400×5 All 7+9 Total 41 +45 HKD 4
GBVS Ferry 236236H Start.pngGBVS Ferry 236236H.png
"GO, MY SON, AND HOLD DOWN THE NEUTRAL!" • Please hold this Dark Angel for a moment.
GBVS Ferry Vergiften Hitbox.png
Clash level: 8


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 Combo Install
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
214214H
Hinrichten
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
N/A 7+0
GBVS Ferry 214214H.png
Reverse Beat The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. install


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 Itano Circus, just because.
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
236236U
Aetheryte Requiescat
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4500→3500 Mid 7+6 14 42 -37 HKD 4 1~12 All
GBVS Ferry 236236U.pngGBVS Ferry 236236U Finish.png
Itano Circus, just because.
GBVS Ferry AetheryteRequiescat Hitbox1.pngGBVS Ferry AetheryteRequiescat Hitbox2.pngGBVS Ferry AetheryteRequiescat Hitbox3.png
Clash level: 30 (Easy), 35 (Technical)


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.

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.