Difference between revisions of "GBVS/Ferry"

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{{Description|7|text=Performs a multi-hit attack that deals a substantial amount of chip damage if blocked.  
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{{Description|7|text=Performs a multi-hit attack that deals a substantial amount of chip damage if blocked. As well gains a good chunk of meter if all hits are blocked and only -2 on block.
 
This skill has a short reach at first, so you’ll want to dash up to them prior. Surprisingly, it prorates really well, making it useful in some combos.
 
This skill has a short reach at first, so you’ll want to dash up to them prior. Surprisingly, it prorates really well, making it useful in some combos.
 
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Revision as of 07:43, 1 March 2020

GBVS Ferry Nameplate.png
GBVS Ferry Portrait.png
Health 9500
Prejump 5f
Backdash 22f
Unique Movement OptionsGhostswing


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.
Playstyle
GBVS Ferry Icon.png 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.
  • Can struggle to get in on opponents when behind.
  • 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
GBVS Ferry cL.png
Damage Guard Startup Active Recovery On Block On Hit

Slightly 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 nice utility when used in stagger pressure up close (i.e 2L>c.L).


c.M
c.M
GBVS Ferry cM.png
Damage Guard Startup Active Recovery On Block On Hit

c.M can serve as situational anti-air on deep jump ins, but outside of that, doesn’t see much use outside of specific punishes.


c.H
c.H
GBVS Ferry cH.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry cXX.png
GBVS Ferry cXXX.png
Version Damage Guard Startup Active Recovery On Block On Hit
XX
XXX

Both of these moves are combo filler primarily. You can use them during block pressure to end your turn safley. Not much else to say about these moves.


f.L
f.L
GBVS Ferry fL.png
Minus on hit... why?
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry fM.png
Axl would be proud.
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry fH.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry 2L.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry 2M.png
Best match starter
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry 2H.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry 2U.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry jL.png
Netplay unblockable
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry jM.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry jH.png
Damage Guard Startup Active Recovery On Block On Hit

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
GBVS Ferry 5U.png
Damage Guard Startup Active Recovery On Block On Hit

Performs a multi-hit attack that deals a substantial amount of chip damage if blocked. As well gains a good chunk of meter if all hits are blocked and only -2 on block. This skill has a short reach at first, so you’ll want to dash up to them prior. Surprisingly, it prorates really well, making it useful in some combos.


Spectral Dive
Spectral Dive
j.4U/5U/6U
GBVS Ferry jU.png
FOOT DIVE
Damage Guard Startup Active Recovery On Block On Hit

Dive kick. 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. The angle the move goes in can be altered by inputting j.4U or j.6U, for a total of 3 different angles. 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.


Ghostswing
Ghostswing
j.7U/8U
GBVS Ferry j8U.png
Damage Guard Startup Active Recovery On Block On Hit

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.


Universal Mechanics

Ground Throw
Ground Throw
GBVS Ferry Throw.png
Damage Guard Startup Active Recovery On Block On Hit
  • 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.


Air Throw
Air Throw
GBVS Ferry AirThrow.png
Damage Guard Startup Active Recovery On Block On Hit

Grabs the opponent and slams them back into the ground. Good air to air option. If Geegee was was set up prior, you can convert off of it afterwards.


Overhead Attack
Overhead Attack
GBVS Ferry OverheadAttack.png
Damage Guard Startup Active Recovery On Block On Hit

Probably one of the worse universal overhead attacks in the game, due to it moving Ferry back as opposed to forward, making it hard to utilize in pressure. Luckily, it isn’t that big of a deal, as Ferry has a better overhead mixup anyway.


Special Moves

Gespenst
Gespenst
236X or 5S
GBVS Ferry 236X.jpg
Version Damage Guard Startup Active Recovery On Block On Hit
L
M
H

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.


Whip It Good
Whip It Good
236X > X or S
GBVS Ferry WhipItGood.png
Version Damage Guard Startup Active Recovery On Block On Hit
L
M
H

Deals additional damage after connecting Gespenst (automatically triggers with less damage if no other commands are input). If H version of Genspenst was used, Whip It Good will grant a hard knockdown.


Heel
Heel
236X > 4X or 4S
GBVS Ferry Heel.png
Version Damage Guard Startup Active Recovery On Block On Hit
L
M
H

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. Whenever you can confirm into Gespenst, you’ll usually go for this followup unless Whip It Good will kill.


Beppo, Sic 'Em!
Beppo, Sic 'Em!
623X or 6S Up dog
Version Damage Guard Startup Active Recovery On Block On Hit
L
M
H

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 compared to the L version, allowing it to cover different air angles as well as be utilized as combo filler in grounded confirms.
  • 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 air unblockable. Grants hard knockdown.


Trombe
Trombe
214X or 4S
GBVS Ferry Trombe.jpg
Beyblade Beyblade let it rip
Version Damage Guard Startup Active Recovery On Block On Hit
L
M
H
  • 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!
Geegee, Get 'Em!
22X or 2S Haha got em geegees
Version Damage Guard Startup Active Recovery On Block On Hit
L
M
H

Projectile. 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.

  • 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

Vergiften
Vergiften
236236H or 236S
GBVS Ferry SBA-F.jpg
Dark Angel
Damage Guard Startup Active Recovery On Block On Hit

Skybound Art 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. Also serves as amazing combo filler when you have the meter to spend. DOES NOT HAVE INVINCIBILITY FRAME 1 SO DO NOT USE IT AS A REVERSAL!


Hin Liechten
Hin Liechten
214214H or 214S
GBVS Ferry SBA-B.jpg
Trivia: Despite "Hin Liechten" being vaguely German it has no meaning, its probably a translation error and is supposed to mean Hinrichten (to execute)
Damage Guard Startup Active Recovery On Block On Hit

When active, allows Ferry to chain her normals into each other in any order, but cannot repeat a normal in the chain. This 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!


Super Skybound Art

Aetheryte Requiescat
236236U or 236S+U
GBVS Ferry SSBA.jpg
Itano Circus, just because.
Damage Guard Startup Active Recovery On Block On Hit

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.


Navigation


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Granblue Fantasy Versuse
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


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