Ferry is a setplay/zoning type character with a whip and uses her pets to set up favorable situations.
For her gameplan, Ferry wants to zone the opponent out while looking for an opening and punishing recklessness. In the corner, she typically wants to set up into Geegee (22X) and dish out some damage. 236L, 22H, and j.L are important moves to her arsenal, and it's good to learn when and how to use them. Another important thing to note is that her special 236X do not have a hurtbox, making them valuable for keeping someone off or counterpoking.
Another thing to note is that her forward throw leaves the opponent at the perfect distance for 22L, while her back throw leaves them directly behind her for 22H, so both can be used for positioning.
Copied from the Ferry doc, link at the bottom of the page
Most of your blockstrings are focused on pushing the opponent out. Use your autocombo and route into 214X, which is technically punishable but the pushback makes it safe. Usually you can check the opponent afterwards with f.L. From there, you'll either be cancelling your far pokes into 236X, 22X, or Dodge. 22X is the most risky as it can be punished by rush-style special moves, but it is also potentially the most rewarding.
For those unfamiliar, Okizeme refers to setting up attacks over the opponents recovery, and forcing them into bad situations. Ferry in particular focuses on putting her opponent into a vortex of attacks to keep them guessing or mixing them up while using Geegeee or her install. Geegee also has a special property where if you hold L, M, H, or Ab(Skill button) Geegee goes off slightly delayed. Ferry has a few okizeme options and hitting medium whip(236M) gives better okizeme than if 236L or 236H were used. For 236L and 236H pull into geegee you are +6 unless vs Gran(+7) or Narmaya(+9) Here is an example by coolflare: https://twitter.com/coolflare3/status/1228103131550142464?s=21
236L/H > 4X > 22H > 5L > j.L/2L
The basic current theory behind Ferry basic okizeme is to simply combo into 236L/H 4X > 22H > Meaty button > 2L or IOH j.L.
EX Geegee (22X) is best after pulling in with Heel (4L follow up to 236M) and if the opponent is in the corner. Remember that Geegee takes a moment for himself to detonate, so using a button (5L) to meaty into it’s activation makes it tight enough to avoid the opponent from pressing a button.
If you are in install, you can combo off of this.
214214H > 2U > j.L or 2L
As for moves in install, using 2U to end combos, especially midscreen, is suggested. An example would be this clip:
In the clip, you can use 2U to end a combo, and then j.H to safejump. Afterwards, use j.L or 2L for mixup and convert accordingly.
236L/H~4X > 22L
Can also be used but does not provide as tight of a mixup. This setup is often generally used for building meter and when doing this option the player will want to delay geegee from coming out to provide better lockdown.
- c.H > c.HX > geegee > c.HXX > 214L: This can be a good way to build meter while keeping opponent on their toes. this also works well because c.H is +3 on block and is just slow enough to make people scared of grabs. If a counter hit as well c.H(CH) > c.HXX > geegee is a combo
- throw > geegee: this option can be good but risky because of the throw invuln on wakeup. If they opponent is throw they are throw into geegee for a big combo unless they are charlotta(unless you delayed the combo)
- c.H > IOH or 2U > geegee: this provides a little bit of mixup but can be easily fuzzied
Copied from the Ferry doc, link at the bottom of the page
Ferry has a tougher time almost instantly if your opponent has a projectile. You may be tempted to use 236H as it goes through projectiles, but the instant that it goes on cooldown you forfeit neutral. Only use it if you know that it will hit and you can pull them in to EX Geegee and start your shenanigans. As well Ferry's anti airs can be a bit lacking so learning how to use Shortcut Skill DP as an anti air is important to maintaining neutral control.
|Ferry||5:5||The mirror match boils down to whoever gets a lead first. Then the leading Ferry can lame out the opponent and force the opposing Ferry to approach and utilize highly committal options.|
|Gran||4.5:5.5||Be careful when pressing buttons near the corner, Gran will use his Power Raise or Override Surge and convert into massive damage on counterhit. Due to Gran's frame data being amazing, it's not advised to mash out of Gran's pressure. Patience and using her DP is essential to escape his pressure. At longer ranges, abuse your pokes and try to catch Gran using Reginleiv with M or H Gespenst. On successful hit, you can pull him in and go for a 50/50 or hit/throw mixup. He has a DP to challenge the mixup, so be careful and try to bait it out every so often.|
|Lancelot||4:6||Ferry needs to control the pace of this match to avoid letting Lancelot getting in or else the match can get very difficult. If Lancelot gets in on Ferry it is very difficult for her to get out and if he baits her EXP DP the round will be significantly harder to win. 66H from Lancelot can sometimes be used as a skip neutral tool because it is fairly fast, can tag Ferry as she tries to control neutral with some of her buttons, and at certain ranged can be plus. The best option for Ferry in this regard is to 2U or EX DP his 66H while 2U is best at mid range and EX DP is best at further ranges. Ferry can cover a few options with her DP when he jumps in but due to his j.U, Ferry's weak anti air, and her L and M DP being air blockable, it can make anti airing Lancelot difficult if he knows the matchup. Ferry’s sweep is really good at close-mid range, especially since that trading with it is advantageous for her and recovers very fast. The main issue lies when Lancelot gets in as his offense is extremely oppressive against Ferry. Because Ferry's close range normals are on the slower side, lancelot's pressure(c.M, 214X rekka, f.M, 2L, 2M) can be very difficult to deal with when properly space and utilized due to her fastest far normal being 8 frames. Overall, the risk-reward is heavily skewed in Lancelot's favor in most situations. The one advantage Ferry has is she can OS his 22H reversal and throw him into Geegee for a full combo. Stay patient and you can either take risks or try and get a read on what your opponent is going to do next when he gets overly committal with his pressure.|
|Katalina||4.5:5.5||Watch out for Katalina's f.H, it will beat your pokes because it's faster than most of your ranged options and it's active frames will crush their extended hurtboxes. Your only real answer outside of 236X is 2M or 2U to try to go under it. She also has a DP, which adds another layer to your setups.|
|Ladiva||5.5(6):4.5(4)||This matchup 6:4 in netplay due to lag, however offline it is more fair even though it's still in Ferry's favor. Ferry players can normally have a field day with Ladiva players that are inexperienced with the matchup due to her long range pokes.
If the Ferry player is using 2M, 5M, 5H a lot Ladiva can sometimes use superjump and jump to try and get closer to Ferry or force a more favorable reaction. If Ladiva is max screen jumping can still be good because Ferry cannot 2H due to it not being in range, if Ferry does 5H, 2M, 5M Ladiva can do falling air buttons(esp j.H) and get a free CH combo on whip hurtbox.
At mid range most Ferry players should want to try and be careful or use 2U > 214L to generate space but if those tools are not being use a f.H into 236H from Ladiva can be an easy way to establish Ladiva's turn. Ferry having a DP however does not make this matchup free for Ladiva if Diva gets in because that DP must be taken into consideration. On the other hand Ladiva has no real way of dealing with Ferry's okizeme besides super which can be safejumped or hit with meaty overheads.
Ladiva players that are willing to take risks can get big payoff to at least make the Ferry player rethink their options. Ladiva hitting a random counter hit f.H into EX lariat(214H) can swing a round more than a lot of poking Ferry can do
- @SweetCremeCon's Ferry Notes: Please note that this document is a work in progress and is liable to change as more information is obtained.
Click [★] for character's full frame data