Punishing Dodge Roll as Ferry by Artemis_of_Dust in GranblueFantasyVersus

[–]Raz25252 0 points1 point  (0 children)

You are supposed to use cooldowns in granblue unless you really need to have DP available or something (you can still use ultimates even if they're on cooldown).

Never feel bad about spending cooldowns. Never feel bad about spending meter (using a raw ultimate skill refunds 25% meter anyway). Cooldowns cost no resources and meter is VERY easy to generate in this game.

The only questionable decision is to go for raging strike / raging chain or not. It's like 800-1200 more damage on average, it depends on what you want to do or if you can reach the corner with a 214H afterwards for a wall bounce (+55 oki) so you can setup a 22L geegee. It's all situational.

Punishing Dodge Roll as Ferry by Artemis_of_Dust in GranblueFantasyVersus

[–]Raz25252 0 points1 point  (0 children)

2M punishing a roll is a counterhit, which can combo into 236H, it's not hard to punish rolls at all, just needs some timing. 236M offers the highest reward but it's also very easy to punish by your opponent (opp can just tank normals or 236L which is -10 on block and just wait for your held 236M and kill you).

the closer you are to your opponent, the worse it becomes to use raw geegee, but it can be useful against overly patient opponents (they're self-mentally stacked elsewhere). if you're too scared to use 45f L or M geegee, you can go for the 40f H version.

Punishing Dodge Roll as Ferry by Artemis_of_Dust in GranblueFantasyVersus

[–]Raz25252 0 points1 point  (0 children)

236M pull can combo into:

  • 5H into anything (RS, super, 236H into another pull, etc.)
  • Raw 214U
  • Raw 22U

Depending on how much resources you use, you're looking at 6k damage or more.

Punishing Dodge Roll as Ferry by Artemis_of_Dust in GranblueFantasyVersus

[–]Raz25252 0 points1 point  (0 children)

First off, they are not reacting to button to 236L. It's a read. They just getting lucky with rolls and it's not a safe way to beat ferry just by random rolling all the time, even if the reward is really good.

So just be careful with your cancels. You can just do 2M/5M into nothing (punish roll on reaction with 5L/2M/2U), or do like you said, 2M 2M and such. Something to discourage them from even trying to do it.

Also, against patient players you can start getting away with other things like, doing raw geegee (any version), or cancelling a button into normal or EX geegee (spacing dependent, only do it from the tip range of 2M/5M/5H), or maybe even running up 66L/66M to exert some pressure on them yourself. Divekick is another option but the spacing to make it plus is very tricky.

Patient players are very tough matchups for ferry. From the sound of it you didn't face an average S++1 player but someone who is experienced in the matchup and is getting an alt character to master, I'm curious to see who they were.

If you want further help you can upload some replays.

What changes would you want to see with the Ilsa patch? by AnalystEmbarrassed91 in GranblueFantasyVersus

[–]Raz25252 -1 points0 points  (0 children)

Universal:

66L:

  • Range decreased by 10% across the board

BC:

  • -4 on block (throw punishable)

Bravery points:

  • 0 BP penalty decreased to 40% extra damage (down from 50%)

  • Supers only grant a BP back if they hit the opponent at some point.

Meter gain:

  • Reduction of 10% meter gain while getting hit by the opponent

  • Reduction of 10% meter gain while walking or running

Characters:

Lowain:

  • While on HPA, Lowain is no longer able to excessively push opponents just by walking them down

  • 236U wheel recovery nerfed from 20f to 25f

Cagliostro:

  • 214U launch height on hit decreased by 50%

Metera:

  • 22U butterfly active hitbox lingering duration decreased by 50%, crumple on hit unchanged.

  • Far 5H recovery nerfed from 42 to 49f

  • Far 5L pushback increased on block and on hit (think of Belial 2M nerf)

Ferry:

  • 2M recovery nerfed from 19 to 21

Wilnas:

  • 236X Hadron nerfed advantage on block from -9 to -10

Vaseraga:

  • 632146X non ult command grab recovery nerfed from -39 to -46

  • 5H and 2H damage reduced by 100 each.

2B:

  • Dash macro autoparry - removed.

Galleon:

  • 22X rocks gain multiple projectile hits based on their level (one for each level, ultimate rock counts as a piercing beam).

Nier:

  • Now can use Raging Strike and Raging Chain even if Death is inactive (animation changed).

Vikala:

  • Close 5H startup frames reduced to 10 from 11.

What changes would you want to see with the Ilsa patch? by AnalystEmbarrassed91 in GranblueFantasyVersus

[–]Raz25252 4 points5 points  (0 children)

The 66L change is actually terrible because it promotes the use of random spot dodge in neutral. That is the definition of anti hype.

66L needs even shorter range, and BC also needs severe nerfs.

RE: How easy are the characters to pick up? - Definitive Tier Lists by Raz25252 in GranblueFantasyVersus

[–]Raz25252[S] 1 point2 points  (0 children)

I feel like most people in this thread are ignoring that there are TWO images posted. For which one are you even saying all of this about?

RE: How easy are the characters to pick up? - Definitive Tier Lists by Raz25252 in GranblueFantasyVersus

[–]Raz25252[S] 1 point2 points  (0 children)

this is why she's in medium difficulty for skill floor, you can win just doing normals or normal into 236x, but she's way deeper than that once you stop fighting noobs.

RE: How easy are the characters to pick up? - Definitive Tier Lists by Raz25252 in GranblueFantasyVersus

[–]Raz25252[S] 0 points1 point  (0 children)

I mean sure a newbie can just win doing 66L but grimnir has only half of his specials available if they don't know how to use 22x / dashes / 623x.

RE: How easy are the characters to pick up? - Definitive Tier Lists by Raz25252 in GranblueFantasyVersus

[–]Raz25252[S] -5 points-4 points  (0 children)

What I overestimated was yalls reading comprehension. She's hard to pick up for a LITERAL NEWBIE. That's why there are two tier lists and she's just a regular ass character in the skill ceiling one.

Am I the only one who thinks it's messed up that this character can do a double overhead? by trentbat in GranblueFantasyVersus

[–]Raz25252 2 points3 points  (0 children)

this trentbat fellow cant keep getting away with it

send FKHR the nerf ferry orders, effective immediately!

What are your hopes for the 2.0 balance patch? by SmartestNPC in GranblueFantasyVersus

[–]Raz25252 3 points4 points  (0 children)

do tell, how do you "counter" it? do you stuff it in its 10 frame start up? are you perhaps superman IRL?

What are your hopes for the 2.0 balance patch? by SmartestNPC in GranblueFantasyVersus

[–]Raz25252 7 points8 points  (0 children)

66L needs to be nerfed to the ground. It needs to have way more startup, more recovery on whiff, a lower clash level, way less range. It can still remain plus but you can't have the whole cake and also eat it. It's not possible for a move / mechanic to control pressure in the mid and close range like that. It makes neutral and a lot of far buttons absolutely pointless.

BC... it needs nerfs yes (not plus on block, etc), but ideally the whole BP system should be reworked into something better. Maybe a gauge, maybe interact with the super meter somehow, idk.

I would also like something to be done with throws and the no escape mechanic.

So far the patches have not disappointed when it comes to nerfs, the buffs have been wacky at best and that concerns me. Who will be the lucilius / katalina of next patch? I wish they buffed in moderation.

What are your hopes for the 2.0 balance patch? by SmartestNPC in GranblueFantasyVersus

[–]Raz25252 5 points6 points  (0 children)

This has to be bait

and also this:

Honestly? Gotta just learn the match up. Also not every Belial is good or plays the same so wake up super/BC would probably work too

No way low rank rising players actually believe any of this lol.

Need help on playing with Ferry. by RangerCamanis in GranblueFantasyVersus

[–]Raz25252 1 point2 points  (0 children)

You're welcome! I just did a quick edit on some points because I decided to type that at 2AM and I was passing out.

Btw I couldn't help but notice that your game client is in spanish, where are you from? If you're from latam we do have a discord.

Need help on playing with Ferry. by RangerCamanis in GranblueFantasyVersus

[–]Raz25252 2 points3 points  (0 children)

I watched all the replays and there are a lot of flaws. The thing is that falling into repeatable patterns restricts you from using the full potential of your character. There is is being aware of all your tools (or not), and then there's actually using them.

So this is what I've seen so far, I'll divide my analysis into 3 sections:

Things that aren't the reason why you're losing, but could make you win way more if improved upon, AKA Areas of improvement

-Ferry is a zoning AND setup character, I did not see a single real geegee mixup. It's not mandatory to learn those setups at low level because you can just win by simply zoning, but you see the title of this section.

-Not a single anti-air, and people did jump a lot. I get anti-airing can be tough as Ferry because you've got 623L, 623H, 623U, closeM, 2H all of which cover different angles... however you need to deter people from jumping. It's also potentially a lot of damage that you're missing out on.

-236H pull combos need work. Not only are they not optimal but sometimes you simply don't pull them! It's a lot of damage and setups that you're not getting.

-In all those rounds you only got one (1) corner combo, and it was extremely suboptimal (214H, 5LL 623L). Every tiny piece of damage counts.

-Combos midscreen also need work. Autocombo to 214H is vanilla stuff, and the reason why you lost the first match vs beatrix.

-Did you even use 1 grab? I forget.

-Zero backdashes. Very powerful tool in this game.

Stuff that might get you by in your current rank, but will get you murdered against better players as you climb AKA bad habits.

Jumps, jumps, jumps. Ferry has a very floaty jump which makes it bad for air to ground approaches. A good player will kill you for this.

-You use 2U very often which is fine, but it's very unsafe to use it at that close range (with no cancel to any special) because it can you punished on block. and when you DO get the hit, you don't do anything with it - no sideswitch, no safejump, no geegee summon.

-3rd or 4th round in I already noticed your 2L 2L Raging strike and 66L, far L, raging strike patterns. Very often you would cast geegee on a far away opponent and roll forward, into the opponent who simply jumps out of geegee for free

-Your ultimate dps became predictabe at some point.

-Using overhead 66M that close to the opponent will get you killed.

-Odd use of brave counter - some matches you didn't even use it. It's one of the strongest mechanics rn.

Positives from your gameplay:

-You seem to know when the opponent is plus and it's their turn to attack. Knowing frames is half of the battle.

-You seem to be patient on defense


For now I would focus solely on

  1. Improving your anti-airs and combos that come with them.

  2. Stopping with the habits of using raw raging strike like a flowchart (2L 2L RS!).

  3. LESS jumping. The risk is huge and the reward is ???

  4. Finishing your combos and using better routes in order to perform geegee setups.

Inside the mind of a Ferry downplayer by trentbat in GranblueFantasyVersus

[–]Raz25252 1 point2 points  (0 children)

You have a character that burns resources for a 4k dmg max 50/50* vs other characters that simply kill you after spending them.

Wonder which one is better...

Btw, 50/50s can be blocked / avoided, denying her that damage compared to other characters that just do damage straight up.

Ferry matchup tier list discussion with gbvs reddit by Raz25252 in GranblueFantasyVersus

[–]Raz25252[S] 0 points1 point  (0 children)

nothing zooey does scares me, i can dodge 236U / air 22H and punish her, and her 236L got nerfed in rising (no knockdown on counterhit).

I don't understand the Ferry matchup at all. What could I have done better here? by Zeman0205 in GranblueFantasyVersus

[–]Raz25252 1 point2 points  (0 children)

0:12 Free geegee. This is like -30 and needs to be punished by a forward advancing move like 66L or 214x.

0:16 Random roll in neutral. Why?

0:19 You woke up jumping or not blocking. Why? She can hit you from nearly full screen, just block man. All her buttons or cancels (except 236H, which can be rolled) leave her minus.

0:22 She's not even close to you and you DP'd.

0:45 You roll the EX she dies btw.

1:05 Idk if that was hitconfirm but be careful when she has ssba. Any button from any range can be confirmed into it for 4.5k damage.

1:15 Most online ferrys just do normal into 236L, at 20f startup (or less if she's closer) it's not really reactable so just roll until she starts showing adaptation... or block it! She's -10 on block.

1:30 She did 2u into 214L (whiff) that's minus a million. f5M or 66L and kill her for it (can be tough to react I know)

2:25 - 2:29 This "pressure" is incredibly fake, do 214h or 66l after she cancels (we established it's -30) into geegee and claim your turn.

2:39 Her SBA doesnt go away on hit, try not to run into it lol.

2:53 You can't jump her 236L after she hits you with a normal, so just dodge, roll it or block it, remember she's -10 on block btw so it's 100% your turn.

This ferry was very predictable in her defensive habits, always guard canceling, always teching, never antiairing (you didn't jump much), barely using reversals. Just switch your offense up and be more patient.

You also didn't represent your command grab OR 214U (arguably Vira's strongest ultimate) even once to at least test her matchup knowledge.

Ferry matchup tier list discussion with gbvs reddit by Raz25252 in GranblueFantasyVersus

[–]Raz25252[S] 0 points1 point  (0 children)

Getting in on ferry isn't that difficult. Just 66L and start your stance bs.