GBVS/Ferry/Frame Data

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System Data


Health:9,500
Prejump:5F
Backdash:22F
Unique Movements:Ghostswing


Normal Moves

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 Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
c.LGBVS Ferry cL.png 400 Mid 6 3 8 +0 +4 - - 0 - - - -
c.MGBVS Ferry cM.png 700 Mid 7 6 9 +0 +4 - - 2 - - - -
c.HGBVS Ferry cH.png 1000 Mid 9 4 12 +3 +7 - - 4 - - - -
Auto Combo 1GBVS Ferry cXX.png
c.XX
300 Mid 9 - - -3 +1 - - 2 - - - -
Auto Combo 2GBVS Ferry cXXX.png
c.XXX
300 Mid 12 - - -4 +0 - - 3 - - - -
f.LGBVS Ferry fL.png 350 Mid 8 3 15 -7 -3 - - 0 - - - -
  • Clash level: 1
f.MGBVS Ferry fM.png 650 Mid 10 5 20 -12 -8 - - 2 - - - -
  • Clash level: 1
f.HGBVS Ferry fH.png 900 Mid 14 - - - - - - 3 - - - -
  • Clash level: 2
2LGBVS Ferry 2L.png 400 Low 6 3 9 -1 +3 - - 0 - - - -
2MGBVS Ferry 2M.png 600 Low 12 5 21 -11 -7 - - 2 - - - -
  • Clash level: 1
2HGBVS Ferry 2H.png 900 Mid 14 4 22 -10 -5 - - 3 - - - -
2UGBVS Ferry 2U.png 700 Low 10 6 17 -8 HKD - - 2 - - - -
  • Clash level: 1
j.LGBVS Ferry jL.png 400 High/Air 7 - - - - - - 2 - - - -
  • Clash level: 1
j.MGBVS Ferry jM.png 600 High/Air 11 - - - - - - 2 - - - -
  • Clash level: 1
j.HGBVS Ferry jH.png 750 High/Air 10 - - - - - - 3 - - - -
  • Clash level: 2

Unique Action

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 Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Ein BallGBVS Ferry 5U.png
5U
100*15 Mid 16 22 19 -2 +2 - - 4 - - - -
Spectral DiveGBVS Ferry jU.png
j.U
600 All 15 - - - - - - 2 - - - -
  • Can control direction by pressing j.4U, j.6U
  • j.5U and j.6U hit twice
  • Clash level: 1

Universal Mechanics

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 Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
Ground ThrowGBVS Ferry Throw.png 1500 Throw 7 - - - HKD - - 0, 4 - - - -
Air ThrowGBVS Ferry AirThrow.png 1500 Throw - - - - - - - 0, 4 - - - -
Overhead Attack GBVS Ferry OverheadAttack.png 1000 High 26 6 17 -4 +1 4-39 Throw
10-37 Low
9-38 Airborne
- 4 - - - -

Skills

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 Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
GespenstGBVS Ferry Gespenst.png
236L/M/H
400 All 21 - - -4 KD - - 0 - - - -
400 All 32 - - -4 KD - - 0 - - - -
400 All 20 - - +1 KD - - 0 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • Easy input damage: 300
Whip It GoodGBVS Ferry WhipItGood.png
236L/M/H > X
800→600 - - - - - KD - - 4 - - - -
1200→1000 - - - - - KD - - 4 - - - -
1200→1000 - - - - - HKD - - 4 - - - -
HeelGBVS Ferry Heel.png
236L/M/H > 4X
0 - - - - - KD - - 4 - - - -
0 - - - - - KD - - 4 - - - -
0 - - - - - HKD - - 4 - - - -
Beppo, Sic 'Em!GBVS Ferry BeppoSicEm.png
623L/M/H
1000 All 7 - - -16 KD - - 3 - - - -
800, 500 All 13 - - -11 KD - - 4 - - - -
450*3 Mid 11 - - -26 HKD - - 4 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • H version clash level: 10 (Easy), 18 (Technical)
TrombeGBVS Ferry Trombe.png
214L/M/H
750, 150*2 Mid 16 12 16 -5 - - - 2 - - - -
550, 150*5 Mid 27 21 16 -3 KD - - 3 - - - -
550, 150*5 Mid 16 21 16 -3 HKD - - 3 - - - -
  • Cooldown: 20F (L/M) 480F (H)
  • Easy input cooldown: 200F (L/M) 600F (H)
  • First hit that lands always does 700 (L) 550 (M/H)
Geegee, Get 'Em!GBVS Ferry GeeGeeGetEm.png
GBVS Ferry GeeGeeGetEm2.png

22L/M/H
500, 200*5 All 16 - - - - - - 2 62 - - -
500, 200*5 All 16 - 29 - - - - 2 62 - - -
200*5 All 45 - - - - - - 2 62 - - -
  • Cooldown: 172-207F (L) 185-220F (M) 584-696F (H)
  • Easy input cooldown: 202-237F (L) 215-250F (M) 704-816F (H)
  • Cooldown starts when Geegee is done discharging
  • Easy input damage: 400, 150*5 (L/M) 150*5 (H)

Skybound Art

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 Hit InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. 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
VergiftenGBVS Ferry Vergiften2.png
236236H
400*5 All 7+9 - - - - - - 4 - - - -
  • Clash level: 8
HinrichtenGBVS Ferry HinLiechten.png
214214H
- N/A 7+0 - - - - - - - - - - -
Aetheryte RequiescatGBVS Ferry AetheryteRequiescat2.png
236236U
4500→3500 Mid 7+3 - - -37 HKD - - 4 - - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

Ambox notice.png To edit frame data, edit values in GBVS/Ferry/Data.