GBVS/Ferry

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Overview[edit]
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 her 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.
Voice:English: Cristina Vee/Japanese: Madoka Yonezawa
Playstyle
GBVS Ferry Icon.png 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 50/50s that can loop into itself.
  • Great Pokes: Most of Ferry's normals boasts extremely long range that can convert into knockdown with Gespenst and begin her okizeme.
  • Reliable Reversal: Ferry possesses a powerful reversal in Beppo, Sic 'Em!, which gives her a leg to stand on when defending against a close range assailant.
  • Strong Air Mobility: Spectral Dive can be used to halt 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.
  • Slow Normals: All of Ferry's normals are slower than average, making her ability to abareAn attack during the opponent's pressure, intended to interrupt it. somewhat awkward and often relies on her reversal to escape pressure.
  • Low Health: Ferry ties with Metera for having the lowest health in the game, 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 only covers very specific angles. Her reversal can remedy this but is highly committal and doesn't lead into good reward.

Normal Moves[edit]

c.L[edit]

c.M[edit]

c.H[edit]

Auto Combo[edit]

f.L[edit]

f.M[edit]

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 HitThe 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.
650 Mid 10 5 20 -12 -8

[edit]

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 or 2U to thwart that.

f.H[edit]

2L[edit]

2M[edit]

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 HitThe 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.
600 Low 12 5 21 -11 -7

[edit]

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, punish rolls, or poke at their feet. You can also go under projectiles with this, punishing people who try to fireball in the midrange. This move also often serves as the low complement of Ferry's high/low oki.

2H[edit]

2U[edit]

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 HitThe 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.
700 Low 10 6 17 -8 HKD

[edit]

Incredible sweep. One of her better pokes, and one of the best sweeps in the game. Grants a 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. This move also is often used as an alternative to 2M as the low complement in Ferry's high/low oki.

j.L[edit]

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 HitThe 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.
400 High/Air 7 - - - -

[edit]

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[edit]

j.H[edit]

Unique Action[edit]

Ein Ball[edit]

5U

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 HitThe 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.
100*15 Mid 16 22 19 -2 +2

[edit]

Performs a multi-hit attack that deals a substantial 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. This skill has a short reach at first, so you’ll want to dash up to them prior, but it is mostly disjointed so it can serve as a counterpoke. Its multi-hit property makes it extremely effective against armor moves with limited number of hits, such as Vaseraga's empowered tackle, by shredding through the armor and punishing it. 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[edit]

j.4U/5U/6U

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 HitThe 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.
600 All 15 - - - -

[edit]

Dive kick. Performs a midair dive attack. If this move hits close to the opponent's feet, it's possible to be plus. 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. When cornered, you can jump and input j.6U as a way to escape out (however, the opponent can smack you for this if they read it). In Liechten, you can use j.4U to convert off of instant overhead j.L. You can also use j.4/5/6U as a way to set up pressure in general and high/low mix on opponents in Liechten.

Ghostswing[edit]

j.7U/8U

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 HitThe 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.
- - - - - - -

[edit]

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 cancel your air momentum after the swing by inputting an air normal immediately, with the most preferable button being j.L for that purpose. You can also swing backwards by inputting j.7U. You do turn around for air normals after crossing up the opponent with this, unlike a regular jump.

Universal Mechanics[edit]

Ground Throw[edit]

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 HitThe 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.
1500 Throw 7 - - - HKD

[edit]

  • Forward throw slams the opponent to the ground, giving a hard knockdown afterwards. Midscreen, you can set up 22X to apply more pressure afterwards. If you have Geegee placed beforehand, he can be used to convert off of the throw.
  • Back throw has Beppo slam them to the other side, leaving them very close to Ferry. This is the preferred throw for okizeme afterwards midscreen due to this property.

Both throws can set up safejumps as well.

Air Throw[edit]

Overhead Attack[edit]

Special Moves[edit]

Gespenst GBVS Fireball.png[edit]

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 HitThe 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.
L 400 All 21 - - -4 KD
M 400 All 32 - - -4 KD
H 400 All 20 - - +1 KD

[edit]

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. This move is very good at punishing reckless run ins from the opponent in neutral.

  • M version has longer startup but also has more reach than the L version.
  • H version has the same range as M version but is much faster and plus on block.

Whip It Good[edit]

236X > X or S

Heel[edit]

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 HitThe 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.
L 0 - - - - - KD
M 0 - - - - - KD
H 0 - - - - - HKD

[edit]

Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage, but causes hard knockdown regardless of the version of Genspent used. This move is a key part of setting up her midscreen oki game, as you can do 22L and go for a hit/throw/shimmy mixup that can be looped into itself. If you do 22H, you can add additional layers to the mixup, such as instant overhead j.L or low, albeit sacrificing the ability to loop the oki. If 236M was used and you are close enough, after the pull in, Ferry can follow up with a normal and continue with a combo or setup. If 236L or 236H are used, Ferry cannot combo after the pull.

  • Gran wakes up 52 frames after pulling.
  • Narmaya wakes up 54 frames after pulling.
  • Everyone else wakes up in 51 frames

Beppo, Sic 'Em! GBVS Uppunch.png[edit]

623X or 6S

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 HitThe 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.
L 1000 All 7 - - -16 KD
M 800, 500 All 13 - - -11 KD
H 450*3 Mid 11 - - -26 HKD

[edit]

Summons Beppo to perform a rising attack.

  • L version: Strikes near Ferry's head, making it a useful anti-air attack.
  • M version summons Beppo a little lower vertically and further ahead compared to the L version, allowing it to cover different air angles as well as be utilized as combo filler in grounded confirms. It's much slower and thus bad to use as reaction anti-air, but it's surprisingly good as a prediction "poke".
  • H version: Has frame 1 invincibility, so you can use it as a panic move to escape pressure. Unlike the L and M versions, it is also completely air unblockable. Grants hard knockdown.

Trombe GBVS Flurry.png[edit]

214X 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 HitThe 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.
L 750, 150*2 Mid 16 12 16 -5 -
M 550, 150*5 Mid 27 21 16 -3 KD
H 550, 150*5 Mid 16 21 16 -3 HKD

[edit]

  • L version is 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 is slower than L version, but does more damage and hits. On counter hit, causes a wall bounce in corner, making it a very scary move to get punished by in corner.
  • H version grants a hard knockdown and causes wallbounce in corner regardless of counter hit or not, making it a good way to extend combos in the corner.

Geegee, Get 'Em! GBVS Trap.png[edit]

22X or 2S

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 HitThe 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.
L 500, 200*5 All 16 - - - -
M 500, 200*5 All 16 - 29 - -
H 200*5 All 45 - - - -

[edit]

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 any button except U or G. You can switch which button you use to delay Geegee by holding down a different button immediately after inputting it. Geegee defines Ferry’s amazing okizeme game, as you can go for many ambiguous mixups such as hit/throw/shimmy or even a high/low with 2M 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.

  • L and M version: Jumps out in an arc. Can be useful as an anti air in some cases. In corner, Geegee can go offscreen when using the L or M version. If you’re too close to the corner, use 22H
  • H version: Runs across the ground stopping in front of the foe. This is usually the version you want to use to set up the high/low mixup with rising j.L and 2M.

Skybound Art[edit]

Vergiften[edit]

236236H or 236S

Hinrichten GBVS Ferry Hinrichten Icon.png[edit]

214214H or 214S

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 HitThe 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.
- N/A 7+0 - - - -

[edit]

Install super that lasts for 600F (10 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. DOES NOT HAVE INVINCIBILITY FRAME 1 SO DO NOT USE IT AS A REVERSAL!

While in install, specials will not recharge until install finishes. Recharging specials used before install became active will have their timers paused and will resume recharging once the install is over.

This can also be used as a pseudo chainshift/YRC. Buffering this input in neutral while in range can be good to start pressure or catch them during fireball startup.

There is currently no known difference between the easy input (214S) and the hard input (214214H)

Super Skybound Art[edit]

Aetheryte Requiescat[edit]

236236U or 236S+U

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 HitThe 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.
4500→3500 Mid 7+3 - - -37 HKD

[edit]

Invincible reversal. 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. You can hitconfirm into this after successfully hitting f.M, f.H or 2M, by buffering 236236 and then hitting U when you see they got hit. It’s really easy so it’s highly recommended to learn it.

The easy input only affects the distance at which the cinematic occurs, and the cinematic does provide extra damage. At certain ranges where 236S+U and 236236U both won't activate the cinematic, there is no damage difference between the two inputs.

External References[edit]

Navigation[edit]


Ambox notice.png 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.