GBVS/Narmaya/Combos

From Dustloop Wiki
< GBVS‎ | Narmaya
 Narmaya
Character Name abbreviations and general nomencalture are currently developing and are subject to change
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

Template

  • (K) = Start in Kagura/FreeFlutter Stance
  • (G) = Start in Genji/DawnFly Stance

Combo List

  • All buttons are done using in game notation of LMHU. XXX represents the use of any normal buttons three times. "normal" buttons are the aforementioned LMH buttons.
  • Narmaya's 5U is a stance switch. In combos, press 5U during the recovery. This is represented by an ~U notation.
  • The starter can be changed for anything that cancels into (K) 236H or (G) 214H xx 236H. This is most of Narmaya's normals. For example, fH, clH, fM, the last autocombo hit...
Combo Position Meter Gain Damage Difficulty Notes
(G) f.5H > 214H -> 236M or 236H Anywhere 16% 1800(1600) [2] Easy Bread & butter hitconfirm. Should usually save the cooldown midscreen.
(G) 5LXX > g.236H~U > dl c.HX > k.236H~U > 2H > 623H Corner 46% 3295 [3] Medium Uses a lot of cooldowns but gives hard knockdown. 5LXX can be changed as long as it combos into g.236H~U
(G) f.5H > 236236U Anywhere (Super) ~4000 [1] Very Easy
(G) f.5H > 214H -> 236236H Anywhere (Super) ~4000 [2] Easy Easy input heavily recommended.
(G) f.5H > 236H ~ U, (K) c.5H > 236H, DL (K) c.5H > 623H Corner 48% 4766 [3] Medium Hold 6 during the delay or else (K) 623H would whiff.
(G) f.5H > 214L -> 236H ~ U, (G) f.5H > 236H > 236236U / 236236H Close to corner (Super) 5603(SSBA) 5045(SBA) [3] Medium Close to corner confirm with super. Needs command dash off cooldown for SBA version. Uses a lot of cooldowns and all your meter but deletes over half of your enemy's health.

Anti Airs Genji Stance

Combo Position Meter Gain Damage Difficulty Notes
2H > 623H Anywhere 16% 1800(1600) [2] Easy Simple Non Counter Hit AA
2H > 236236H Anywhere (Super) ~4000 [1] Very Easy Similar Non Counter Hit AA
(CH) 2H > 236M > 214L/H > 236M/H Anywhere (Super) ~4000 [2] Easy Counterhit AA. Really good for corner carry
(CH) 2H > 236M > 214L/H > 236H > U > cH > 236H > U > 2H > 623H Midscreen/Corner 34% ? [3] Medium Counter Hit Anti Air converts into large damage when closer to the corner due to the large amount of corner carry.
2H > 236236[H] > 214L/H > 236H > TK j.214H > U > dl.2H > 236H > 2U/(5H) > (623H) Close to corner (Super) ? [4] Hard AA confirm into high damage of non counter hit

Anti Airs Kagura Stance

Combo Position Meter Gain Damage Difficulty Notes
(CH) 2H > 236L > 5H > 236H ~ U > 6 > 5H > 236H ~ U > TK j.214H > 5H > 236236U or 236236H Close to corner (Super) 6261 (7412 OD) [4] Hard Counter Hit AA converts into very high damage assuming you're just past midscreen.
(CH) 2H > 236L ~ U > 5H > 214H > 236H ~ U > 6 > 5H > 236H ~ U > TK j.214H > 5H > 236236U or 236236H Midscreen (Super) 6008 (7058 OD) [4] Hard A lower damage, more situational, and slightly harder combo than the one above, but has more corner carry for closer to midscreen starting position (can be done with default midscreen P2's position at situational jump heights). Ideally, do this combo just past midscreen, but not close enough to where the higher damage combo would have been possible. If you're not close enough to the corner by the end, far H will happen - cutting your combo down.

Combo Theory

Video Examples


Navigation

 Narmaya
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information