GBVS/Ferry/Combos

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< GBVS‎ | Ferry
Revision as of 07:54, 25 June 2022 by Wintydunno (talk | contribs) (→‎Combo List: mid combo 623M -> fH no longer combos after 2.40 patch changes to air untech time)
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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 > 214X Anywhere 2450 35% Everyone 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 > 623L/H Anywhere 2485 30% Everyone 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 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 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 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 Medium
c.XXX > 236236H , 22H , f.H > 236M~4M , c.HX > 623X Corner 3890 5% Everyone Medium
214214H , f.M > 2M > f.H > 236H~{X}or{4X} Midscreen 2970 -100% Everyone Easy
214214H , j.L > j.4U > j.H , c.HXX > 214H , f.M > f.H > 2H , f.M > f.H > 236H~{H}or{4H} Corner 3885 Everyone Medium
c.XXX > 214H , 2U > 236236U Corner 5235 -100% Everyone Easy

Combo Theory

Video Examples

Combos

Setups

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