Hope this video helped out. First time making a proper video outside of clips, if I could've improved anywhere, just let me know. If I think of anything Ferry/Granblue related, I'll try and make a video on it.
Damn, I'll never not be impressed by the wild stuff this character can do. I've been grinding to S rank, and been using all the basic setups. But those safe jabs and especially that install/evade are the kind of whacky nonsense that make me wanna keep coming back to Ferry. Very nice guide, clear and to the point. Good stuff.
I'm thrilled that I helped you find more Ferry tech! I was the same, only used the basic setups, but then I looked into it a bit more and it has really made her more fun. Thought she was too bland at first. Thanks for the feedback too!
The mixup from the triple attack auto combo is a gimmick and not a true 50/50. You have 6 frames between the low and overhead so you can easily block both
(Assuming you're talking about the RC > 22L) If you think they'll try and fuzzy block, I imagine you can try and stop the autocombo before the ender and hit them with 2L instead. You can also delay/hold the 22L input and go for an instant overhead/empty jump low to combo off too.
I wouldn't say the 6 frames to fuzzy block is that easy for everyone, but for higher level players, then yeah, sure! Just going to have to adapt to the player you're up against and try delaying 22L, throwing them, or staggering them with 2L. (Alternatively, just use 22H and instant overhead/low them!!)
More Ferry content needs to see the light of day! I'll see if I can think of anything else. It's so rare outside of high level matches being reposted...
thanks for the video. my only question is how are you consistently delaying your safe jab by 1 frame for the corner combo OS and corner throw safe jab? if I do a safe jab as fast as possible after 22H in either situation I will get beaten by wake-up button or throw because it's 6 frames startup with 3 active frames, meaning it will be active from frames 6-8. 8 frames of recovery means it has to be frame perfect to beat 8 frame DPs. both situations are +9 after 22H so if I do c.L immediately after 22H the move will not be active when they get up, but if I delay by more than a single frame it will lose to DPs. is there something I'm missing or do I really just have to do it frame perfect? I'm not sure if I want to risk that in real matches.
Thanks for commenting. Please update me if I misunderstood, or so I can help out more. I'll try to break down what I can at least. **[whatever is in square brackets are my own thoughts on each note.]** - DPs are NOT that fast in Rising! It seems like you are on the old GBVS dustloop page, or something similar. Please make sure you are looking at the Rising version of GBVS. - Ultimate DPs (8 frame version of DPs) are the only thing that beats the setup due to the slowdown. - If you want an easier time, do not input the install super on top of everything else. Just do 5L > Spot Dodge. - After mashing 22H (so that it comes out ASAP), I do a slight delay for the jab. DO NOT MASH JAB AFTER 22H. It has to be delayed! *[I take a very small delay, just enough to consciously register that I waited a short amount of time. Best way I can describe this is by taking a 'short mental breath'. However, you may discover your own way of acknowledging the short delay.]* - After you do the safejab, you input dodge ASAP. Leave no room for delay. - You have a solid amount of time to be able to safejab and dodge safely. About 4 frames. *[I just returned to the game after a long break, and got it working consistently. I cannot believe that it has to be frame perfect.]*
@@duhspicynoodle yeah you're right, for some reason I thought H DPs were 8 frames and ult DPs were 7 frames. I think I was getting my frame data mixed up with SF6. turns out my issue was delaying too much when manually timing after 22H because I don't have a good sense of when ferry can act afterwards. thanks for the clarification
Another one i like to use in the corner is end a combo with 214 ultimate skill for the hard knockdown into heavy jiji and instant overhead them on their wakeup
Yeah, that's another great corner combo setup. Seen that one a fair bit. It's good if you want to do more damage to try and kill, at the cost of being less safe. Easier too! I was going to cover 214U's use midscreen, but I decided it's more of a combo filler than setup. For a setup I think it's best to not spend meter if the only benefit is more damage, whilst there are other (less meter hungry) options available instead. Didn't want to get people into a bad habit of using meter where it isn't needed.
@@duhspicynoodle I actually believe that being conservative with your meter in this game is a trap since it recovers so fast. It may apply even more to Ferry with how weird her supers are to combo into.
@yagami999913 I use 623U and 236U far more often. I can't justify using any other ultimate, at least for how I play midscreen. Those 2 skills in conjunction with RS > RC keep me from being too conservative. 214U is still a great option in the corner, but I'd only use it if I didn't have a super to end with. I do 100% agree her supers are weird to combo into, especially her SSBA. Just a case of getting used to how.
@@yagami999913 I am interested in how you play though. You've made me realize I can't disregard players who use 214U just because I think it's not worth it. That's a dreadful thing to do for people who want to use the move. It's just that I want to be confident in what I show people, as I don't want to give them poor information/habits. I simply need to see more uses of 214U and maybe it will surprise me.
You can't whiff cancel a jab into spot dodge. Can only cancel on hit. If you delay the jab at the right time on the opponents recovery, the extended recovery of the whiffed jab will 'auto-time' the spot dodge for you. All you have to do is Jab and then mash spot dodge. Did I understand your question correctly?
9:50 Why not just end the combo with a sweep into Skybound? You can end heavy DP with a sweep. I think your trying to teach instill combos but you didn’t say or show anything about it
Good comment! I'll try and be clear when I answer both of these separately below! 1) covering the benefit of the setup combo, 2) covering the install super used! 1) The benefit of how I ended the combo that is that you get a guaranteed safe setup to mix them, where they would also lose resources if they try to get out (say if they tried to super/GC, you'll have a lot more advantage). This video was about setups, so I wanted to show people a kind of rare but super useful setup, so they can have another tool at their disposal to use when they have the chance. Basically; - If you have meter AND you know your combo is going to kill, then yeah, ending it with skybound is going to be ideal! - If you don't think it will kill OR if you don't have 100%, having this setup will basically guarantee you will do big damage if you successfully mix them, as you'll have enough meter to do ANOTHER huge combo/setup where you can then end that 2nd combo into a super instead. 2) I should've been clearer in mentioning that install super IS NOT NEEDED! You can do the same without install super, just safe jab into spot dodge! The intention there was to show that you can use it there, and make it safe. Install super deserves it's own video, as it's a lot to take in and is a bit too advanced for this video.
Just had a look now! Here's what I found out about it. It beats; - Backdash - Jump - Spot dodge - Mashing Loses to; - Forward roll - DP - Supers - Guard cancel It does work, so if you do hit it in a match, you can put pressure on them. HOWEVER!!! My issue is the same as anything involving 214U. I simply don't think it is ever worth using over her other options. It needs to be buffed in someway to make it more viable. You basically end up using 50% meter just to do less damage and get worse oki than just doing rising chain > 22L/H (which also only uses 25%). I believe it's best to use the 50% for 236U/623U, save up to use 236236H to force the opponent to be careful, or just combo into a super.
@@duhspicynoodle figures i guess. I do find her Ults to be incredibly lackluster compared to what most of the cast get, really hope it gets buffed, like adding hkd heel to 236U or sth. But at the same time, i find that ferry relies so incredibly heavily on guard cancel that i think rs rc mix doesnt rly feel worth it, and 236U seems to give a similar knockdown situation to 214U midscreen. Hopefully sge gets something fixed there
@@garethcf1016 Yeah, her ultimates do leave a bit to be desired. If 214U put the opponent in HKD at Ferry’s feet, it’d be great for 22H. As for the GC reliance, it might just be a play-style difference. I use the ball super often, so I get 1 BP back from that + I genuinely love blocking. I can just sit there for ages waiting for them to make a mistake/jump, and take my turn back instead of just GC’ing immediately. There’s few times when I run out of BP when I need it, and in those cases, it’s probably because the opponent is a character I haven’t fought much.
Although, I wouldn’t be against it if they buff her c.L to be 1 frame faster to help defensively, so she can actually punish things like Narmaya’s slash and Djeeta’s EX Rekka (which both appear in the situational training, where Ferry just straight up can’t complete it).
@@duhspicynoodle srsly? Damn, thats actually really rough. I just got her to masters a couple of days ago and didnt notice. Mostly cos i thought it was just kinda normal for em to be safe
That's her auto combo overhead. You do 2 hits of any auto combo (e.g. LL/MM/HH) then do a forward input + H (or forward input + M if you want to do her low). If you know keypad notation, at 1:15 I did: 5LL6H.
Hope this video helped out. First time making a proper video outside of clips, if I could've improved anywhere, just let me know. If I think of anything Ferry/Granblue related, I'll try and make a video on it.
Damn, I'll never not be impressed by the wild stuff this character can do. I've been grinding to S rank, and been using all the basic setups. But those safe jabs and especially that install/evade are the kind of whacky nonsense that make me wanna keep coming back to Ferry. Very nice guide, clear and to the point. Good stuff.
I'm thrilled that I helped you find more Ferry tech!
I was the same, only used the basic setups, but then I looked into it a bit more and it has really made her more fun. Thought she was too bland at first.
Thanks for the feedback too!
The mixup from the triple attack auto combo is a gimmick and not a true 50/50. You have 6 frames between the low and overhead so you can easily block both
(Assuming you're talking about the RC > 22L)
If you think they'll try and fuzzy block, I imagine you can try and stop the autocombo before the ender and hit them with 2L instead.
You can also delay/hold the 22L input and go for an instant overhead/empty jump low to combo off too.
I wouldn't say the 6 frames to fuzzy block is that easy for everyone, but for higher level players, then yeah, sure!
Just going to have to adapt to the player you're up against and try delaying 22L, throwing them, or staggering them with 2L.
(Alternatively, just use 22H and instant overhead/low them!!)
Holy shit some Ferry content!
More Ferry content needs to see the light of day! I'll see if I can think of anything else. It's so rare outside of high level matches being reposted...
@@duhspicynoodle Yeah there is barely any Ferry tech being posted
thanks for the video. my only question is how are you consistently delaying your safe jab by 1 frame for the corner combo OS and corner throw safe jab? if I do a safe jab as fast as possible after 22H in either situation I will get beaten by wake-up button or throw because it's 6 frames startup with 3 active frames, meaning it will be active from frames 6-8. 8 frames of recovery means it has to be frame perfect to beat 8 frame DPs. both situations are +9 after 22H so if I do c.L immediately after 22H the move will not be active when they get up, but if I delay by more than a single frame it will lose to DPs. is there something I'm missing or do I really just have to do it frame perfect? I'm not sure if I want to risk that in real matches.
Thanks for commenting. Please update me if I misunderstood, or so I can help out more.
I'll try to break down what I can at least.
**[whatever is in square brackets are my own thoughts on each note.]**
- DPs are NOT that fast in Rising! It seems like you are on the old GBVS dustloop page, or something similar. Please make sure you are looking at the Rising version of GBVS.
- Ultimate DPs (8 frame version of DPs) are the only thing that beats the setup due to the slowdown.
- If you want an easier time, do not input the install super on top of everything else. Just do 5L > Spot Dodge.
- After mashing 22H (so that it comes out ASAP), I do a slight delay for the jab. DO NOT MASH JAB AFTER 22H. It has to be delayed!
*[I take a very small delay, just enough to consciously register that I waited a short amount of time. Best way I can describe this is by taking a 'short mental breath'. However, you may discover your own way of acknowledging the short delay.]*
- After you do the safejab, you input dodge ASAP. Leave no room for delay.
- You have a solid amount of time to be able to safejab and dodge safely. About 4 frames.
*[I just returned to the game after a long break, and got it working consistently. I cannot believe that it has to be frame perfect.]*
@@duhspicynoodle yeah you're right, for some reason I thought H DPs were 8 frames and ult DPs were 7 frames. I think I was getting my frame data mixed up with SF6. turns out my issue was delaying too much when manually timing after 22H because I don't have a good sense of when ferry can act afterwards. thanks for the clarification
@@skbj6782 Happy to of helped.
this video is so goated
Remember, you CAN throw into U geegee, though its not optimal
Its the same problem vira has with luminiera
Another one i like to use in the corner is end a combo with 214 ultimate skill for the hard knockdown into heavy jiji and instant overhead them on their wakeup
Yeah, that's another great corner combo setup. Seen that one a fair bit. It's good if you want to do more damage to try and kill, at the cost of being less safe. Easier too!
I was going to cover 214U's use midscreen, but I decided it's more of a combo filler than setup.
For a setup I think it's best to not spend meter if the only benefit is more damage, whilst there are other (less meter hungry) options available instead. Didn't want to get people into a bad habit of using meter where it isn't needed.
@@duhspicynoodle I actually believe that being conservative with your meter in this game is a trap since it recovers so fast. It may apply even more to Ferry with how weird her supers are to combo into.
@yagami999913 I use 623U and 236U far more often. I can't justify using any other ultimate, at least for how I play midscreen. Those 2 skills in conjunction with RS > RC keep me from being too conservative.
214U is still a great option in the corner, but I'd only use it if I didn't have a super to end with.
I do 100% agree her supers are weird to combo into, especially her SSBA. Just a case of getting used to how.
@@duhspicynoodle fair enough
@@yagami999913 I am interested in how you play though. You've made me realize I can't disregard players who use 214U just because I think it's not worth it. That's a dreadful thing to do for people who want to use the move.
It's just that I want to be confident in what I show people, as I don't want to give them poor information/habits. I simply need to see more uses of 214U and maybe it will surprise me.
Its like 2 months later but i cant really get ur corner Hinreichten setup to block U dp idk if u can or not since u cant safejab it.
When you do Jab into Spot Dodge , can you whiff cancel the jab into the spot dodge or the spot dodge happens after the jab is done? , i can't tell.
You can't whiff cancel a jab into spot dodge. Can only cancel on hit.
If you delay the jab at the right time on the opponents recovery, the extended recovery of the whiffed jab will 'auto-time' the spot dodge for you. All you have to do is Jab and then mash spot dodge.
Did I understand your question correctly?
@@duhspicynoodle Yeah thats what i wanted to know thank you very much
9:50
Why not just end the combo with a sweep into Skybound? You can end heavy DP with a sweep.
I think your trying to teach instill combos but you didn’t say or show anything about it
Good comment! I'll try and be clear when I answer both of these separately below! 1) covering the benefit of the setup combo, 2) covering the install super used!
1) The benefit of how I ended the combo that is that you get a guaranteed safe setup to mix them, where they would also lose resources if they try to get out (say if they tried to super/GC, you'll have a lot more advantage). This video was about setups, so I wanted to show people a kind of rare but super useful setup, so they can have another tool at their disposal to use when they have the chance.
Basically;
- If you have meter AND you know your combo is going to kill, then yeah, ending it with skybound is going to be ideal!
- If you don't think it will kill OR if you don't have 100%, having this setup will basically guarantee you will do big damage if you successfully mix them, as you'll have enough meter to do ANOTHER huge combo/setup where you can then end that 2nd combo into a super instead.
2) I should've been clearer in mentioning that install super IS NOT NEEDED! You can do the same without install super, just safe jab into spot dodge! The intention there was to show that you can use it there, and make it safe.
Install super deserves it's own video, as it's a lot to take in and is a bit too advanced for this video.
Do you think there might be something to cook with with autocombo 236EX 4x 5aa 214U L gigi toss, 66l to catch backdash and jump, then high/ low mix?
Just had a look now! Here's what I found out about it.
It beats;
- Backdash
- Jump
- Spot dodge
- Mashing
Loses to;
- Forward roll
- DP
- Supers
- Guard cancel
It does work, so if you do hit it in a match, you can put pressure on them.
HOWEVER!!!
My issue is the same as anything involving 214U.
I simply don't think it is ever worth using over her other options. It needs to be buffed in someway to make it more viable.
You basically end up using 50% meter just to do less damage and get worse oki than just doing rising chain > 22L/H (which also only uses 25%).
I believe it's best to use the 50% for 236U/623U, save up to use 236236H to force the opponent to be careful, or just combo into a super.
@@duhspicynoodle figures i guess. I do find her Ults to be incredibly lackluster compared to what most of the cast get, really hope it gets buffed, like adding hkd heel to 236U or sth.
But at the same time, i find that ferry relies so incredibly heavily on guard cancel that i think rs rc mix doesnt rly feel worth it, and 236U seems to give a similar knockdown situation to 214U midscreen. Hopefully sge gets something fixed there
@@garethcf1016 Yeah, her ultimates do leave a bit to be desired. If 214U put the opponent in HKD at Ferry’s feet, it’d be great for 22H.
As for the GC reliance, it might just be a play-style difference.
I use the ball super often, so I get 1 BP back from that + I genuinely love blocking. I can just sit there for ages waiting for them to make a mistake/jump, and take my turn back instead of just GC’ing immediately.
There’s few times when I run out of BP when I need it, and in those cases, it’s probably because the opponent is a character I haven’t fought much.
Although, I wouldn’t be against it if they buff her c.L to be 1 frame faster to help defensively, so she can actually punish things like Narmaya’s slash and Djeeta’s EX Rekka (which both appear in the situational training, where Ferry just straight up can’t complete it).
@@duhspicynoodle srsly? Damn, thats actually really rough. I just got her to masters a couple of days ago and didnt notice. Mostly cos i thought it was just kinda normal for em to be safe
What overhead is being used at 1:15?
That's her auto combo overhead. You do 2 hits of any auto combo (e.g. LL/MM/HH) then do a forward input + H (or forward input + M if you want to do her low).
If you know keypad notation, at 1:15 I did: 5LL6H.
@@duhspicynoodle thanks!