GBVS/Ferry/Frame Data

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System Data[edit]

Health[edit]

9500

Prejump[edit]

5f

Backdash[edit]

22f

Movement[edit]

Ghostswing



Normal Moves[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
c.L 400 Mid 6 3 8 +0 +4 - 0 - - - - -
c.M 700 Mid 7 6 9 +0 +4 - 2 - - - - -
c.H 1000 Mid 9 4 12 +3 +7 - 4 - - - - -
Auto Combo 1
c.XX
300 Mid 9 - - -3 +1 - 2 - - - - -
Auto Combo 2
c.XXX
300 Mid 12 - - -4 +0 - 3 - - - - -
f.L 350 Mid 8 3 15 -7 -3 - 0 - - - - -
  • Clash level: 1
f.M 650 Mid 9 5 19 -9 -5 - 2 - - - - -
  • Clash level: 1
f.H 900 Mid 13 8 23 -14 -10 - 3 - - - - -
  • Clash level: 2
2L 400 Low 6 3 9 -1 +3 - 0 - - - - -
2M 600 Low 11 5 20 -10 -6 - 2 - - - - -
  • Clash level: 1
2H 1000 Mid 14 4 16 -3 +1 - 3 - - - - -
2U 700 Low 9 6 16 -7 HKD - 2 - - - - -
  • Clash level: 1
j.L 400 High/Air 7 - - - - - 2 - - - - -
  • Clash level: 1
j.M 600 High/Air 9 - - - - - 2 - - - - -
  • Clash level: 1
j.H 800 High/Air 10 - - - - - 3 - - - - -
  • Clash level: 2

Unique Action[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ein Ball
5U 100*15 Mid 16 22 19 -2 +2 - 4 - - - - -
Spectral Dive
j.U 600 All 15 - - - - - 2 - - - - -
  • Can control direction by pressing j.2U, j.4U, j.6U
  • Clash level: 1

Universal Mechanics[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw 1500 Throw 8 - - - HKD - 0, 4 - - - - -
Air Throw 1500 Throw - - - - - - 0, 4 - - - - -
Overhead Attack 1000 High 26 6 17 -4 +1 - 4 - - - - 4-39 Throw
10-37 Low
9-38 Airborne

Skills[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Gespenst
236L 400 All 21 - - -8 KD - 0 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300
236M 400 All 32 - - -8 KD - 0 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • Damage (Easy): 300
236H 400 All 18 - - -8 KD - 0 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Damage (Easy): 300
Whip It Good
236L > X 800→600 - - - - - KD - 4 - - - - -
236M > X 1200→1000 - - - - - KD - 4 - - - - -
236H > X 1200→1000 - - - - - HKD - 4 - - - - -
Heel
236L > 4X 0 - - - - - KD - 4 - - - - -
236M > 4X 0 - - - - - KD - 4 - - - - -
236H > 4X 0 - - - - - HKD - 4 - - - - -
Beppo, Sic 'Em!
623L 1000 All 7 - - -16 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
623M 800, 500 All 13 - - -11 KD - 4 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
623H 450*3 Mid 11 - - -26 HKD - 4 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • Clash level: 10 (Easy), 18 (Technical)
Trombe
214L 750, 150*2 Mid 16 12 16 -5 - - 2 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • First hit that lands always does 700
214M 550, 150*5 Mid 27 21 16 -3 KD - 3 - - - - -
  • Cooldown 20F. Easy input cooldown 200F
  • First hit that lands always does 550
214H 550, 150*5 Mid 16 21 16 -3 HKD - 3 - - - - -
  • Cooldown 480F. Easy input cooldown 600F
  • First hit that lands always does 550
Geegee, Get 'Em!
22L 500, 200*5 All 16 - - - - - 2 62 - - - -
  • Cooldown 172-207F. Easy input cooldown 202-237F. Cooldown starts when Geegee is done discharging
  • Damage (Easy): 400, 150*5
22M 500, 200*5 All 16 - 29 - - - 2 62 - - - -
  • Cooldown 185-220F. Easy input cooldown 215-250F. Cooldown starts when Geegee is done discharging
  • Damage (Easy): 400, 150*5
22H 200*5 All 45 - - - - - 2 62 - - - -
  • Cooldown 584-696F. Easy input cooldown 704-816F. Cooldown starts when Geegee is done discharging
  • Damage (Easy): 150*5

Skybound Art[edit]

Version Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame) ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 unless otherwise stated. On HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This frame advantage value is based off the fact that the very first active frame touches the opponent unless otherwise stated. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Vergiften
236236H 400*5 All 7+8 - - - - - 4 - - - - -
  • Clash level: 8
Hinrichten
214214H - N/A 7+0 - - - - - - - - - - -
Aetheryte Requiescat
236236U 4500→3500 Mid 7+3 - - -37 HKD - 4 - - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources[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.
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