GBVS/Ferry/Combos

From Dustloop Wiki
< GBVS‎ | Ferry
 Ferry
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

Combo List

  • Colors represents LMH variants for X.
  • (X) indicates that this move is optional.
Combo Position Damage Meter Gain Works on: Difficulty Notes
c.XXX > 214L/H Anywhere 2450 35% Everyone [1] Very Easy Good for creating space between you and the opponent. When using it midscreen, the opponent will land near the corner.
214M won't connect!
Other Values:
214L: 1640 - 20%, 1940 - 23%, 2240 - 25%
214H: 1850 - 30%, 2150 - 33%
c.XXX > 236H > 4H Anywhere 2000 35% Everyone [1] Very Easy The core way to set up your oki game. After reeling your opponent in. Use 22H after to setup your high low mix.
This combo can also be started by using a counter hit fM/2M/fH instead of the close autocombo!
c.XXX > 236H > 4H > 5LL > 214H Anywhere 2550 35% Everyone [2] Easy Should you choose to go for damage instead of oki, this lets you modify the standard oki route to maximize damage as possible. This also has the benefit of sending your opponent very far away, giving you time to run up slightly and use 22L or 22M to setup geegee for screen control. I recommend doing this variant when you are not confident in your ability to play around reversals (such as charlotta dp or seox parry)
c.XXX > 623L/H Anywhere 2485 30% Everyone [1] Very Easy Using 623M will space the oppenent perfectly for 22M.
Other Values:
623M: 1850 - 21%, 2150 - 23%, 2450 - 26%
623H: 1885 - 25%, 2185 - 27%
c.XXX > 214H , 2H > 623M Corner 3100 41% Everyone [2] Easy Mixing up 2L > c.LLL also works, but will lead to lower damage.
c.XXX > 214H > delay 2U > 22L (setup) Corner 2270 34% Everyone [2] Easy Same as the above combo, but trading damage for a Geegee setup.
22[M] > Forward Throw > 236M~4M , c.HXX > 623L/H Midscreen 4170 51% Everyone [2] Easy You need the right spacing for 22M to connect with the throw. If the oppenent is too close using 22L also works, but will give the opponent more time to react.
22[H] > Forward Throw > 236M~4M , f.H > 214H , f.H > 623L/H Corner 5201 60% Everyone [3] Medium
c.XXX > 236236H , 22H , f.H > 236M~4M , c.HX > 623X Corner 3890 5% Everyone [3] Medium
214214H , f.M > 2M > f.H > 236H~{X}or{4X} Midscreen 2970 -100% Everyone [2] Easy
214214H , j.L > j.4U > j.H (whiff), c.M > 2M > cl.H > f.L > f.H > 2U Corner 3885 Everyone [3] Medium
214214H , 2L > 2U > 214H, f.M > f.H > 2H > 623M Corner 3885 Everyone [3] Medium
c.XXX > 214H , 2U > 236236U Corner 5235 -100% Everyone [2] Easy

Combo Theory

Ferry's combo routing is centered around choosing between Okizeme and damage. I recommend nearly standard midscreen combo be routed into 236H > 4H. From there you can choose to use 5LL 214H for damage and screen space or 22H for oki.

In the corner, you can get the best of both worlds by comboing your starter into 214H and then fH 236H~H 22L.

If you are missing your 214 cooldown, you can use 623M instead. While 623H does give a hard knockdown, it's not worth spending the cooldown over 623M.

Anti air combos tend to be very situational, but generally involve comboing into one of the 236 variants, or 2U depending on what starter and the spacing of the starter.

Video Examples

Combos

Setups

Navigation

 Ferry
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information