GBVSR/Narmaya

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Overview

Overview

Narmaya is a shoto-esque stance-based character who switches between 2 different movesets based on the situation at hand. At mid-range, Genji (Dawnfly) stance lets her poke at a distance until she lands a hit; then she advances to close range,where her Kagura (Freeflutter) stance grants her a wide array of strong pressure tools. This makes her an unique blend of both strong neutral control and suffocating strike-throw pressure in a single character.

Her diverse yet situational tools, high-risk low-reward special attacks, two stances at once which have to be fluidly juggled, and lack of tolerance for mistakes make Narmaya difficult to play well. However, in the hands of a player with good awareness and execution, she can be a force to be reckoned with.
Narmaya
GBVSR Narmaya Portrait.png
Health
16000
Prejump
4f
Backdash
18f

 Narmaya is a stance character capable of swapping between two playstyles; the mid-range poking Genji (Dawnfly) stance, and the strike/throw rushdown Kagura (Freeflutter) stance.

Pros
Cons
  • High Effective Range: In Genji stance, Narmaya's normals have great range, and are all confirmable into a good, EX-less knockdown even midscreen. She also has multiple mid-range burst options to approach at a moment's notice.
  • Top-Class Pressure: In Kagura stance, Narmaya has the highest range 5L in the game, one of the few + on block 2M leading to many excellent counterhit confirms, and one of the best throw baits in the game in TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.214H. Coupled with her excellent dash, 66L as a system option, and access to further plus frames, Narmaya has all the pressure tools a Granblue character could want.
  • Ground Mobility: Narmaya's dash is fast and has very high acceleration, allowing her to freely approach and threaten with throws, pressure resets and dash normals.
  • Twice the Cooldowns: Narmaya has two stances with almost entirely unique movesets for a total of 6 different cooldowns, giving her more pressure resets and reversals than the average character and allowing her to be much more liberal with her EX skills.
  • Gimmicks: Narmaya has many sideswitches and surprise Ultimate skills to steal rounds with.
  • Weak to Zoning: Narmaya has difficulty dealing with fireballs and zoning at many ranges, has to play a higher-risk game to approach due to her slowish walk speed, and must approach to start her game - at least until she has access to her ultimate skills.
  • No Autopilot Allowed: All of Narmaya's rewarding confirms are difficult, and dropping them results in a full punish - this can make the character feel unstable. An attentive opponent can beat just about any commit to one of Narmaya's special cancels.
  • Corner Reliant: Even moreso than comparable characters, Narmaya heavily relies on cornering her opponent and never letting them go as her basic gameplan. Against characters that can push her back in neutral, or characters that can easily escape the corner, she has some issues.

Normal Moves

  • The linkings will not be listed here due to the enomorus amount of possible links. See here for a list of all possible links.

Ground Normals

5L

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5L[g] 600 Mid 6 3 7 +3 +7
5L[k] 600 Mid 5 3 6 +4 +8

5L is a key component of Narmaya's pressure and combo game, due to its high frame advantage.

This button is arguably the strongest 5L in the game, due to it having no far version and can always connect to Double/Triple attacks to advance, and its uniquely high range allows her to start 5L pressure after a blocked 66L.

5L[g] and 5L[k] have the same function. You should generally prefer 5L[k], which is altogether superior in its framedata and range. However, 5L[g] as a Genji stance normal can be cancelled into the plus on block 236H or 236U.

From max range, 5L[k] will gain one frame of startup and also one additional frame of advantage to compensate.

c.M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.M[g] 1100 Mid 6 3 14 -2 +2
c.M[k] 1100 Mid 6 3 12 0 +4

c.M is mostly a combo and pressure filler. c.M[g] and c.M[k] mostly have the same function, with their most important difference being their cancel options. Use whichever stance's version leads to the special cancel that you need.

c.M[g]

c.M[g] is also Narmaya's best abare button in Genji stance, as it has the same startup as c.L or 2L while having a higher attack level.


c.M[k]

c.M[k] is +0 on block, counter hit confirmable and is better at catching jumps than 2M[k], giving it specific uses against characters that like to use defense TK air options.

c.H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.H[g] 1000, 400 Mid 8 2, 3 23 -7 -3
c.H[k] 1600 Mid 9 6 15 -2 +2

c.H[g] is common combo filler, an useful pressure option and a situational antiair.

c.H[g]

It catches jumpouts well, is easily hitconfirmable or counterhit confirmable, and reaches high enough to catch jump escapes. It must be cancelled to stay safe, but can be made plus on block with a cancel into 236H[g]. As an 8f option, c.H[g] is your general punish of choice in Genji stance, and a core part of most of Narmaya's combos.

c.H[g]'s second hit also is a servicable emergency antiair against enemies that try to cross Narmaya up.


c.H[k]

c.H[k] is Narmaya's highest-damage regular normal and best 'regular' combo starter.

This normal has great counterhit reward - linking into itself for huge damage - but using it in pressure and having it be blocked commits you to being - on block, so it must be used wisely. As a meaty, if c.H[k] is timed properly, it can be plus on block - if the hitstop shows the blade touching the ground, it is plus. The recovery also has some low profile frames.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 3 16 -4 KD +30
c.XX6H 1000 High 18 3 22 -4 +1

c.XX

  • Second hit of a Triple Attack.
  • c.XX[G] xx 236H[g] is a frametrap.

c.XXX

  • Safe, uninteresting ender. No notable attributes.
  • c.XXX[G] xx 236H[g] is a common gapless pressure string that leaves Narmaya +2 on block while maximizing pushback.

c.XX6M

  • Low Triple Attack ender.
  • Grants knockdown vs. grounded opponents.

c.XX6H

  • Overhead Triple Attack ender. Use sparingly to catch sleeping opponents.
  • Grants a stable soft knockdown off air juggles.
Version Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
c.XX 2
c.XXX 3
c.XX6M 3
c.XX6H 4

c.XX:
c.XXX:

  • Damage value listed already accounts for damage scaling from the previous hit of the autocombo


c.XX6M:
c.XX6H:

f.L

  • Narmaya does not have a f.L.

f.M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.M[g] 900 Mid 9 4 17 -6 -2
f.M[k] 900 Mid 7 5 15 -5 -1
f.M[g]

f.M[g] is Narmaya's main low-commitment poke, and whiff punish of choice.

This button is a fast, safe, and long-reaching poke, and the main button you will be using to control space and discourage 66L based neutral. To consistently get good reward out of f.M[g] without being punished on block, you must be able to situationally hit confirm it into a knockdown by - on hit only - cancelling it into 214H[g], cancelled into 236M[k] when midscreen or 236H[k] when close enough to the corner for a combo.

Only confirming on hit against an idle opponent is hard in a vacuum, but against a moving opponent it is easier (it will still take practice), as you can react to your opponent running at you or winding up an attack instead. In both of these cases, the hit is guaranteed.

If you do miss the hit confirm and notice in time, you can still play command dash cancel mindgames with 214H[k] - but an attentive opponent can punish you for it. Alternatively, you can confirm into 236L[k] instead, which is less rewarding but safe.

Should enemies jump over f.M[g], Narmaya will usually recover in time to anti-air with 623H[g].


f.M[k]

f.M[k] is a button with few, niche uses.

It is the closest thing Narmaya has to a poke in Kagura stance, but you should try not to play neutral in Kagura stance in the first place. And for a poke, its range is short. Still, when you need to poke in Kagura stance this would be your normal of choice.

f.M[k] is also Narmaya's longest range 7f normal and can antiair a few spaced jump-ins.

f.H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H[g] 1300 Mid 10 6 22 -11 -7
f.H[k] 1300 Mid 9 6 20 -9 -5
f.H[g]

f.H[g] is one of Narmaya's defining neutral buttons, boasting high range and one-hit-confirm ability at the cost of high recovery.

This is the big brother of f.M[g]. It is slightly slower, has slightly more range, and can reliably be single hit confirmed into a combo on any hit, due to its high attack level & therefore extended hitstun and hitstop. Try to always use f.H[g] so that your opponent would have to block it, by using it as a preemptive running or walking poke, where the combination of high attack level, fast run speed and long range can be difficult to deal with.

Due to its extended recovery, f.H[g] should not be whiffed, as it leaves you open to jump-ins, whiff punishes or errant dash attacks.


f.H[k]

f.H[k] is a situational counterpoke and pressure tool.

This button is essentially an highly active wall of hitbox that excels at crushing weaker pokes, approaches or mashes. Unfortunately, its long recovery, and being part of a stance that you do not play neutral in, make f.H[k] somewhat difficult to use.

Similar to f.H[g], it can be one-hit-confirmed relatively easily.

2L

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2L[g] 400 Low 6 3 10 -2 +2
2L[k] 400 Low 6 3 10 -2 +2

2L is your main low in pressure that chains into other lights.

As it is negative on block, you will typically chain it into 5L when used in pressure.

2L[g] and 2L[k] are functionally identical, with the main difference being 2L[g] having slightly more range.

2M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2M[g] 900 Mid 8 4 14 -3 +1
2M[k] 900 Mid 7 3 11 +1 +5
2M[g]

2M[g] is Narmaya's defensive poke of choice.

This is a secondary poke to f.M[g], with shorter range and recovery in comparison. It is also Narmaya's only poke that catches rolls and has no large extended hurtbox. Use with caution, as if the crouching recovery is punished by a 66L], opponents will typically be able to get a combo.

At 8f, 2M[g] is also Narmaya's fastest poke, as Narmaya lacks a 7f poke or a traditional 6f f.L. This makes it a vital combo tool, and confirm/pressure tool to keep 2M[k]] pressure tight at further ranges.

Finally, 2M[g] is better at whiff punishing low-hitting attacks than f.M[g] is.


2M[k]

2M[k] is a core option of Narmaya's pressure, due to its +1 frame advantage on block, and generous counter hit confirms.

2M[k] is one of the few M attacks in this game that is positive on block, which is a great privilege. It frametraps into itself up to 3 times, can be linked into and out of 5L[k], counterhit confirms into itself (or any other 9f or faster normal, including 66L) and leads to pain at any range on counter hit. Even after pushing yourself out of 2M[k] range, you can still keep frametrapping using a Genji poke such as 2M[g], leading to the same high damage confirms if your hit confirm game is good enough.

If you wisely use this move together with 66L to keep resetting pressure and dispensing plus frames, you will have your opponent tearing their hair out.

From max range, 2M[k] will gain one frame of startup and also one additional frame of advantage to compensate.

2H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H[g] 1300 Mid 11 5 23 -11 -7
2H[k] 1300 Mid 11 8 22 -13 -9
2H[g]

2H[g] is Narmaya's antiair typically available to her in neutral.

This is an antiair you use when you're sure that your opponent will jump, or primarily looking out for jump-ins. 623H[g] is more reliable as a 'panic' antiair in more scrambly situations, but 2H[g] has much more reward in comparison.


2H[k]

2H[k] is Narmaya's antiair typically available to her in pressure.

This antiair is a problem (for your opponent). It is reliable, highly active and extremely good at stuffing cross-ups. It is the bane of anyone trying to jump out of your pressure.

Narmaya only has a parry in Kagura stance, so she doesn't have a 'real' fallback antiair in scramble situations, but the reward of 2H[k] should balance this out.

2U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2U[g] 1000 Low 9 6 20 -11 HKD +44
2U[k] 1000 Low 7 6 21 -12 HKD +43
2U[g]

2U[g] is an option to snipe enemies walking back during pressure.

As a long range low snipe, this button is mostly superseded by 66M. It can be made safe, however, and is effective at shorter ranges. 2U[g] also has low profile properties, which also make it a servicable counterpoke, or answer to some tool, depending on the matchup and tool. For example, it reliably low profiles standard fireballs.


2U[k]

2U[k] is mostly seen as a hard knockdown ender and confirm piece.

This is your common resourceless ender for corner combos ending in a 236U[g] restand, granting you a hard knockdown and a safejump off it simply by immediately jumping up-forward after the move recovers. As it is very difficult to make safe, using it in pressure is an adventure.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 3 10 +2 +6

66L is Narmaya's primary approach, pressure reset, meaty, means of taking back her turn, a strong neutral tool, and a fine whiff punish against crouching attacks. It also does your taxes.

Use and abuse. This move is an universal menace in GBVSR, and Narmaya's version is no exception.

In neutral, if Narmaya's opponent doesn't actively cover the ground, 66L allows Narmaya to close the distance in an instant and start her pressure. This will force her opponent to shift gears. They can wall using their own pokes; this is Narmaya's chance to slow down the game herself and shift to whiff punishing using f.M[g] or f.H[g]. Other adaptations can be similarily punished.

In pressure, 66L is an always-threatening pressure reset. If her opponent keeps blocking, Narmaya can keep going for 66L and keep pumping out plusframes afterwards with 5L and 2M[k] - in fact (66L 2M[k]) xN can be infinitely repeated without Narmaya ever pushing herself out, and counterhit confirms on either of the two hits. As 66L effectively has 9f startup, her opponent must commit to an 8f or faster normal - or a reversal - after 2M[k] to stop her, but has to do so instantly after the +1 2M[k], leaving them wide open to frametraps.

Not to mention that due to Narmaya's fast run she could sooner or later just run in and force a strike/throw situation, which in the corner is very threatening due to Narmaya's strong throw baits in TK j214H[k] or TK j214U[k].

Do take note that due to Narmaya's lack of a traditional f.L, she needs to hit 66L deep to get good reward. Fortunately, Narmaya runs fast and has no problems getting deep 66L hits.

2M[k] and 2M[g] connect as a counterhit confirm, from any range.

66L has identical properties and animation in both Genji and Kagura.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 12 4 21 -8 KD +24

66M is a very strong approach option against retreating opponents.

This button has long range for a 66M, and is basically unpunishable when spaced out. Couple that with Narmaya's very fast dash, and you get a tool that you can just throw out every time the opponent tries to walk back out of the range of your 66L or f.H[g] - in particular, it makes for a strong roundstart option, but is just generally very good at either stopping your opponent's movement, or knocking them down when they do try to move around.

66M has identical properties and animation in both Genji and Kagura.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 20 3 20 -4 KD +41
1200 Mid 15 4 23 -8 +10 +1

66H[g] is a long-range situational low-crushing neutral option, which must be well spaced to be of any use.

Combo only on counter hit or in the corner. Slow, but always safe on block due to high pushback, and has very long range.

The low crush is worse than it looks - 66H[g] reliably beats 2Ms and 2Us near its tip range, but cannot be used well up close - and is also considered fully grounded and throwable for its entire animation. Still, this makes 66H[g] useful for aggressively calling out attempts to keep Narmaya out with normals, especially if those normals happen to be lows.


66H[k] is strictly a punish and combo tool.

As a starter, it grants a damaging combo on normal hit or counter hit. On CH, Narmaya can even link 236U[k]

It can also be used to extend juggles - mostly after a 236H[g] wallbounce to preserve cooldowns at the cost of a little bit of damage.

66H[k] is impossible to make safe on block and can easily be stuffed by other pokes. There is little reason to use it in neutral over her other options - though the mental damage may merit consideration.

Air Normals

j.L

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.L[g] 600 High/Air 5 Until L 1
j.L[k] 600 High/Air 5 Until L 1
j.L[g]

j.L[g] is a fast jumping light with infinite active frames, but no other noteworthy properties.

It is mostly used as an emergency jump-back air-to-air, to keep her opponent grounded against air stalls or crossup jumps, for example.


j.L[k]

j.L[k] is also a fast jumping light with infinite active frames.

It is used for similar purposes as j.L[g], but as it is special cancellable into j.214H[k], it has far higher reward and sees more use.

j.M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.M[g] 700 High/Air 6 6 L+1
j.M[k] 700 High/Air 7 8 L+1
j.M[g]

j.M[g] is a jump-in that can theoretically cross up.

This is Narmaya's Genji air normal with the longest downward range, giving it uses as a jump-in.

The cross up hitbox is small and needs to be timed and spaced precisely to hit. As she has no other cross-up jump normals in Genji, this is still your best shot.


j.M[k]

j.M[k] is a dedicated and highly threatening cross-up jumpin.

The Kagura version is the opposite of the Genji version - it has a large crossup hitbox but nearly no forward range. Cancelling into j.214H make this button plus from any height, and yields a strong conversion from crossup jumpins.

j.H

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.H[g] 1000 High/Air 9 6 L+1
j.H[k] 1000 High/Air 12 9 L+1
j.H[g]

j.H[g] is an all-purpose air normal with good range.

All-purpose jump-in with great horizontal range, but also solid downward range. Generally your go-to option in the air.

It doesn't hit behind Narmaya, despite what the animation suggests.


j.H[k]

j.H[k] is a jump-in normal.

Exclusively used in safejumps and deep jump-ins. Hits very high above Narmaya, but is a bit too slow to do so well; j.U[k] is better at covering that angle.

j.U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.U[g] 1000 High/Air 10 6 L+1
j.U[k] 1000 High/Air 9 6 L+1
j.U[g]

j.U[g] with its excellent range is a spaced jump-in tool and air-to-air tool.

Jumping button with high horizontal range. Generally a strong option. Excellent when well spaced, but can be low profiled, or beat with far-range antiairs.

j.U[g] is hard coded to whiff on crouchers.


j.U[k]

j.U[k] is an all-purpose air button with extended air-to-air hitstun.

Useful all-purpose jumping button. It doesn't have much horizontal range, but it is usable both as air-to-air and as a jump in.

On hit, the opponent is popped up in the air. On counter hit, this typically leads to a full conversion after Narmaya lands, making j.U[k] an useful rising air-to-air especially against airstall options.


Unique Action

Butterfly Effect

5U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
10

5U is Narmaya's dedicated stance-change button. When pressed, she changes from Genji (Dawnfly) stance to Kagura (Freeflutter) stance or vice-versa, changing her normals and special moves.

When used in neutral, Narmaya draws or sheathes her sword. The animation looks lengthy, but can be canceled by nearly any other option (see Additional data below), so 5U is Narmaya's safest way to change stances in neutral.

When used while Narmaya is executing another move, Narmaya will instantly switch stances as soon as she recovers to neutral. This incurs no extra recovery whatsoever. Mastering this is a core part of her corner combos and her pressure. 5U can be used during any move, with the following exceptions: Raging Strike, Raging Chain, Skybound Art, and Super Skybound Art.

If swapping to Kagura stance, a blue butterfly will be shown, and if swapping to Genji stance, a red butterfly will be shown.

With long-range tools such as f.M and Setsuna, Genji stance is an excellent neutral stance, whereas Kagura's faster normals with higher frame advantage make it an ideal stance for close ranges.

Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
  • Cancellable into dodge or crossover frame 2 onwards (This does not switch stances)
  • Stance changes on frame 3
  • Cancellable into jump or any move frame 6 onwards
  • Can cancel end animation into block or dash frame 10
  • Punish 1-10


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 29 N/A HKD +44

Ground throw is your primary mixup option, and 4f abare/punish in this game.

Putting the fear of throw in your opponent's heart, then cleanly punishing that throw for high damage is a core tenet of Narmaya's pressure.

Narmaya's forward throw gives her an auto-timed safejump in the corner by holding up-forward directly after it finishes, or even midscreen with an instant super jump j.H[k].

Narmaya's back throw has higher recovery and doesn't allow for safe jumps. You can still land a meaty.

Air Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Airthrow 5 5 Until L+6 N/A HKD

Air throw is an air-to-air when anticipating an air stall.

Usable as a preemptive or reactive air-to-air, and grants a hard knockdown. Air throw is allowed to side swap in this game, which makes it a more valuable option if you can gain the corner with it.

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15

Raging Strike is a hitconfirm/combo extension tool, and rewarding reaction check during pressure.

Universally, Raging Strike costs a Bravery Point, guard crushes when hitting an opponent's block and launches on hit. It won't Guard Crush when connecting with an opponent already in blockstun.

Remember that Raging Strike can be spot dodged (4G) on reaction, if your opponent is aware, and can always be punished.

As Raging Strike when cancelled into on-hit has 1f startup, it is the easiest hitconfirm in the game (though devastating if missed), and will connect up to about the tip range of 2M[g]

As soon as your opponent has 1 bravery point or less, they have no safety net against Raging Strike anymore - if they do not react to it, they take very high damage. You should sometimes use Raging Strike to keep your opponent very mindful of the option being on the table, which will allow you to get away with other offensive options more easily.

Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
0
  • Universal Unblockable that requires one Bravery Point for usage.
  • If cancelled into during a combo, has 1F startup.
  • Deals 1000 damage on block due to Guard Crush.
  • Data in [] refers to the situation when opponent has no Bravery Points left

Raging Chain

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 13 5 17 - +15

Raging Chain is a midscreen combo extension and stabilization tool.

The option you can do after MH will be limited as you are not allowed to switch stance during Raging Chain. If it is a ground hit you will always have time to link into c.H[k] even in Genji, but for airborne hits you will have to use c.H for that version you are in before.

Brave Counter

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] 1-20 [1-?] Full

Brave Counter is a very strong but expensive guard cancel.

Universally, Brave Counter costs a Bravery Point and can only be used in blockstun. As Brave Counter is extremely fast, invulnerable, very positive on block and can only be hard-baited by Spotdodge or reversals, you can always use it to take back your turn - as long as you feel comfortable spending the BP.


Special Moves

Setsuna

GBVS Fireball.png GBVS SpecialProjectile.png 236X or 2/5S during Genji Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L[g] 900→700 All 14 7 35 [28] -12 -4 (KD when close)
236M[g] 900→700 All 32~58 7 21 [10] +10 +14
236H[g] 1300→1000 All 15 7 25 [14] +2 +35 (KD)

Narmaya does a far-reaching horizontal slash forwards. Clashes with single hit P1 projectiles.

All versions suffer reduced damage and increased startup if hit at medium to far range, which is indicated by the arrow →. Narmaya will also have reduced recovery when hit/blocked, which is indicated in the data in brackets [].

Do not use against characters with an long-range invincible super on deck; you aren't going to end well with this.


236L

236L is a swift, nearly unreactable and long-ranged slash.

236L is legitimately good at forcing your opponent into explicit and riskier counterplay, but should be used cautiously, as its risk-reward is very skewed against Narmaya. It has extended recovery on whiff, so when read with a roll or a jump, Narmaya will eat a punish. Furthermore, as 236L is negative even on hit, even just hitting it at closer ranges can still give your opponent a 66L-based turn.

Therefore, overusing 236L should be avoided at all costs.


236M

236M has a longer startup, can be delayed for even longer and is very plus on block. You can mix it up with the L version to throw off your opponent's rhythm, or use it as a pressure reset against overly respectful opponents. Be aware that 236M is a gimmick and that overuse can be punished, badly.

236M is autotimed to punish any crossover attempt after any block normals. It will still lose to jumps.


236H

236H combines frame advantage, speed and higher safety on whiff. A very useful pressure tool and an effective check at long range.

236H is +2 on block, fast enough to frametrap from autocombo or even true blockstring, extends corner combos, and can just be thrown out there to fish for unreactable knockdowns from mid screen. Use as much as possible.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L[g] 20F starting 3F 2
236M[g] 20F starting 3F 2
236H[g] 420F starting 3F

236L[g]:

  • Data in [] refers to on-block/clash recovery
  • Upon contact, immediately enters recovery


236M[g]:

  • Data in [] refers to on-block/clash recovery
  • Upon contact, immediately enters recovery


236H[g]:

  • Data in [] refers to on-block/clash recovery
  • Upon contact, immediately enters recovery

Absolute Horizon

GBVS Parry.png 623X or 6S during Genji Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L[g] 600, 400 All 6 2(2)6 27 -16 +31 (KD)
623M[g] 700, 400 Mid, All 9 2(2)6 40 -27 +15 (KD) 1-15 All
623H[g] 600, 300×3 Mid 11 2(2)2,2,2 44 -27 +31 (HKD) 1-20 All

623X is Narmaya's reversal and your staple fallback anti-air in Genji if you have no time for 2H, or no confidence it'll win.


623L

623L is an alternative anti-air that is faster and alightly more riskier. It is not air unblockable and can be punished if blocked.

It covers roughly the same horizontal range of 2H[g] but has higher vertical hitbox.

623L is also a combo ender when you want to save the charge of 623X, and serves as a combo tool after a 2H, as it is untechable until the ground.


623M

623M is your staple reversal. It is only air unblockable on the first 2 active frames.

This is the fastest meterless reversal option for Narmaya.


623H

623H is your reversal and common combo ender. It is entirely air unblockable.

Transient

GBVS Sprint.png 214X or 4S during Genji Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L[g] Total 39
214M[g] Total 45 [Total 30]
214H[g] Total 28-36

A forward command dash. All versions can be canceled into Kagura stance specials (but not their Ultimate versions), 236236H or 236236U. Canceling into Kagura specials will also switch your stance to Kagura automatically.

None of the dash have invulnerability.


214L

214L is a basic command dash. As its advantage is fixed, you always want to cancel it into one of the Kagura specials.

For confirms, you will usually confirm into 236M[k] midscreen for good pressure, or 236H[k] for Narmaya's full, high damage corner combo. Use 236L[k] to keep yourself safe if you aren't sure whether the confirm was correct. On good counter hits, combos into SBA are possible. If you missed a hit confirm, you can cancel into 214X instead to keep yourself safe - but be aware that, if your opponent is aware, they can react with a 2H for however much damage they get out of a counterhit antiair.


214M

214M is a mix option for crossups.

214M can cross behind the opponent and cancelling into specials from that side switch hits as a crossup - this adds even more layers to the gimmick pie. Keep in mind that your followup input will be interpreted from the side before you crossed up. For example, to get 236X after crossing up, you would technically input 214X. While switching sides when cornered into a 236H[k] can be very rewarding, keep in mind that any side switch mixup in this game can be foiled by the block button.


214H

214H can be canceled earlier than L or M, allowing better confirms off more buttons, and is usually your command dash of choice for hit confirms.

214H also recovers quickly enough to go for an empty command dash into a throw if you want to be cheeky.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L[g] 20F starting 3F
214M[g] 20F starting 3F
214H[g] 420F starting 3F

214L[g]:

  • Special cancellable frame 13-34


214M[g]:

  • Special cancellable frame 13-40 [1-20]
  • Crosses up possible 14-34
  • Data in [] refers to the crossup animation


214H[g]:

  • Special cancellable frame 10-(23-31) depend on distance

Kyokasuigetsu

GBVS Charge.png GBVS SpecialCharge.png 236X or 2/5S during Kagura Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L[k] 900 Mid 13 [6] 2 19 -5 +17 (KD)
236M[k] 600×2 Mid 16 [8] 2(9)2 21 -8 +29 (KD)
236H[k] 400×3 Mid 15 [7] 2(9)2(9)6 21 -8 +39 (KD)

236X[k] is a main combo ender, or close to corner combo starter. The startup is reduced when canceled into from a 214X command dash, in which its numbers are listed in the brackets [].

236L

236L is a safer poke or spaced approach that air techs on hit. Despite it is safer, charging in poink-blank will results in a punish by 5L or throw.

On hit, it now air resets, with enough time to dash up with a meaty 5L.


236M

236M is your hit confirm and combo ender of choice. Good damage, and good knockdown that leaves more than enough time to run in with any meaty - particularly 66L - or throw you want.

Do not use on block as it is unsafe.


236H

236H leads to a combo in the corner with pickup possible with 7f options or faster.

Narmaya's main corner combo starter and a vital cooldown. Should never be used if it does not grant you a corner combo or extend a corner combo, as it has no other advantages over the M version.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L[k] 20F starting 3F 2
236M[k] 20F starting 3F 2
236H[k] 420F starting 3F 4

236L[k]:

  • Data in [] refers to startup when cancelled into from 214X[g]


236M[k]:

  • Data in [] refers to startup when cancelled into from 214X[g]


236H[k]:

  • Data in [] refers to startup when cancelled into from 214X[g]

Mugenkagura

GBVS Reversal.png 623X or 6S during Kagura Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L[k] 700, 400 Mid, All 6 4,6 27 -14 +30 (KD)
623M[k] 700, 400 Mid, All 20 [6] 4,6 35 -22 +15 (KD) 1~14 Catch High [1-15 All]
623H[k] 600, 300×3 Mid 20 [6] 4, 3, 2, 1 40 -22 +29 (HKD) 1~14 Catch High [1-15 All]

Parry that catches overheads and mids, including projectiles. Follows up with a counter slash after parrying an attack, or after some time passes. As it freezes the opponent on parry, it will win against safe jumps and cannot be option selected.


623L

623L is not a parry but now starts in 6 frames and is untechable until the ground. This makes it a good combo tool in certain situations, for example after a 2H[g] follow-up.


623M

623M is a meterless parry.

It is usable as a reaction to slow specials or a last resort anti-air. It will loses to empty jumps or a 2L mixup.


623H

623H is a meterless EX parry.

Can be used similarily to 623M for more reward. Mostly seen as a combo tool after a c.H[k].

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
623L[k] 20F starting 3F
623M[k] 240F starting 3F
623H[k] 600F starting 3F

623L[k]:
623M[k]:

  • Data in [] refers to the situation when guardpoint is triggered


623H[k]:

  • Data in [] refers to the situation when guardpoint is triggered

Crescent Moon

GBVS Leap.png 214X or 4S during Kagura Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L[k] 1100 All 32 [28] 8 9 -2 +17 (KD)
214M[k] 1200 All 38 [34] 7 10 -2 +21 (KD)
214H[k] 1600 All 32 [28] 8 8 +1 +18 (HKD)

214X is not an overhead, but has more frame advantage if blocked crouching, as it hits late. Has a built-in jump on startup, so it crushes most grounded buttons, but the reward for it isn't high and a waiting opponent can anti-air Narmaya out of the flip.


214L

214L is the 2nd slowest option that flips forward a short distance. It will never crosses up.

Can be plus when spaced at the very tip of its range.


214M

214M is the slowest option that flips forward for a longer distance, crosses up at close range.

It can be easily positioned plus when spaced as a deep cross-up.


214H

214H is the fastest option and is always plus. This move can be steered by holding forward 6 before the jump, to follow the M versions trajectory instead of the L version's.

Functions as a faster jump-in, effective at midrange against opponents that focus on the ground game and difficult to anti-air without a DP.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L[k] 20F starting 3F 2
214M[k] 20F starting 3F 2
214H[k] 420F starting 3F 3

214L[k]:

  • Data in [] refers to startup when cancelled into from 214X[g]
  • Airborne 9-40


214M[k]:

  • Data in [] refers to startup when cancelled into from 214X[g]
  • Airborne 9-46


214H[k]:

  • Data in [] refers to startup when cancelled into from 214X[g]
  • Airborne 9-40
  • Trajectory change possible frame 1-8

Crescent Moon (Midair)

GBVS Leap.png j.214X or j.5S during Kagura Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.214L[k] 1000 All 5 7 Until L+7 [L+4] [-3] ~ +6 KD
j.214M[k] 1000 All 5 7 Until L+7 [L+4] [-6] ~ +6 KD
j.214H[k] 1500 All 5 3 Until L+7 [L+1] [+2] ~ +9 HKD

j.214X is a vital pressure tool and combo extender, and can also function as an anti-anti-air.


j.214L

j.214L bounces backward when on hit or blocked and returns to neutral regardless. It has the largest front and downward hitbox of all versions, making it a passable jumpin and TK frametrap, but wiht little reward.

Frame trap after 5L[k] will win against anything 7f or worse and throws, but loses against most 5f/6f buttons due to its low clash level. If evaded you are done for.

Only comboable on deep crossup counterhits.


j.214M

j.214M slightly moves forward when on hit or blocked. It's hitbox is better at hitting in behind, so TKing this move will lead to you being punished.


j.214H

j.214H also slightly moves forward when on hit or blocked.

TK j.214H[k] is one of Narmaya's strongest pressure options and arguably the best throw crush in the game - it is very fast, frametraps, is single hit confirmable, +2 on block and leads to a full combo in the corner. It is recommended to use simple inputs for inputting TK j.214H[k].

Combos into f.M[g] even hitting on front, if you hit it low enough. At TK height, you need a counterhit or the corner to extend.

The TK frame trap after 5L[k] will win against anything 7f or worse and throws, but trades or loses against most 5f/6f buttons due to its low clash level.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
j.214L[k] 20F starting 3F 3
j.214M[k] 20F starting 3F
j.214H[k] 420F starting 3F

j.214L[k]:

  • Data in [] refers to recovery upon contact


j.214M[k]:

  • Data in [] refers to recovery upon contact animation


j.214H[k]:

  • Data in [] refers to recovery upon contact animation


Ultimate Skills

  • All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancel To bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623U[g]GBVSR Narmaya 623U.pngGuardMidStartup8Recovery27Advantage-20 and 623U[k]GBVSR Narmaya 623U Kagura.pngGuardMidStartup12 [6]Recovery34Advantage-22, which never refund gauge).

Ultimate Setsuna

GBVS Fireball.png GBVS SpecialProjectile.png 236U or 2/5S+U during Genji Stance

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900, 80×5, 700→500 All 14 4 18 [16] +4 Crumble +60

236U[g] is an exceptional and versatile U skill, for combos, pressure and neutral.

In combos, 236U[g] restands - even on air hit. This allows for midscreen extensions, or corner extensions by finishing a juggle combo with a ground string for either more damage or a 2U hard knockdown into a safejump. It is also a very potent combo starter in a similar way to  Katalina's Ultimate Frozen BladeGBVSR Katalina 236U.pngGuardAllStartup16Recovery17Advantage-2.

In pressure, 236U[g] is +4 on block and can be used even when 236H[g]is on cooldown, for some truly extended pressure strings. It is also trivial to option select hit or block.

In neutral, 236U[g] has far longer range than her other Setsunas, pierces any P1 projectiles and grants a hard knockdown at range. It is one of Narmaya's many ways to brute force her way in for 50% SBA gauge.

Ultimate Absolute Horizon

GBVS Parry.png 623U or 6S+U during Genji Stance

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600, 100×6, 800 Mid 8 1(1)1,1,1(3)2 27 -20 HKD +44 1-17 All

623U[g] is a fast reversal that beats safejabs.

Finishes with a spike downwards, the hard knockdown leaving the opponent close to Narmaya, so she can safejump by immediately jumping; no timing needed.

Ultimate Transient

GBVS Sprint.png 214U or 4S+U during Genji Stance

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Total 25 9-17 All

214U[g] is an anti-projectile jumpscare option. It is one of Narmaya's many ways to brute force her way in for 50% SBA gauge.

A tracking version of Transient that always teleports Narmaya to a fixed version behind her opponent - just within throw range. It's invulnerable for a portion while travelling, and the slowdown making it very easy to whiff punish them.

Unlike other versions of 214X, she cannot cancel it into other specials.

Ultimate Kyokasuigetsu

GBVS Charge.png GBVS SpecialCharge.png 236U or 2/5S+U during Kagura Stance

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
700×2, 600×2 Mid 13 2(5)2(10)3,3 22 [24] -6 HKD +61

236U[k] is a situational combo tool.

It allows for combos anywhere on the screen due to its shallow upwards launch angle - but midscreen, only 2M[g] > 236L/U connects afterwards. Near the corner, 236U[k] gets far more potent links for damaging full combos.

It is also a combo ender for some of her combos, and grants an extended hard knockdown which even allows for a crossup safejump.

Ultimate Mugenkagura

GBVS Reversal.png 623U or 6S+U during Kagura Stance

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600, 900 [600, 900, 200×4] Mid 12 [6] 2, 3 34 -22 HKD +44 1-9 Catch All
10-16 All [1-15 All]

623U[k] is a strengthened version of Mugenkagura that parries all attacks, including lows. It can potentially beat safejabs but it's more on luck.

If 623U[k] parries an attack, Narmaya will launch into a cinematic if it hits close distance, dealing more damage.

Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
300F starting 3F
  • Data in [] refers to the situation when guardpoint is triggered
  • Only triggers followup when guard point is triggered and in close distance

Ultimate Crescent Moon (Air OK)

GBVS Leap.png 214U or 4S+U during Kagura Stance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U[k] 2000 All 27 4 9 +4 +8 9-17 All
j.214U[k] 2000 All 27 4 9 +4 +8 4-17 All

214Us are strong neutral skip moves that must be respected, and are one of Narmaya's many ways to brute force her way in for 50% SBA gauge.

Be aware that either version can be anti-aired on reaction if your opponent specifically waits for it.


214U[k]

214U[k] is a powerful + on block teleport that grants Narmaya screen presence from anywhere on screen.

It is a fast version of Crescent Moon with an invincible teleport after the jump. Narmaya can link into a damaging, full combo on hit or start pressure on block. It can be stuffed on reaction, though.

It is possible to bait Brave Counters by cancelling into this move.


j.214U[k]

j.214U[k] is - depending on the height it is done at - either a strong throw bait or a threatening air stall. Either use will give her a full combo and always be +4 on block, allowing her to continue the pressure.

When done near the apex of her jump, j.214U[k] will teleport past 2H antiairs and grant Narmaya a full combo.

When done as a TK just off the ground, TK j.214U[k] is very good at enforcing respect and crushing throw techs - even if j.214H[k] is on cooldown. It functions similarily yet differently to TK j.214H[k] - it is way slower so it cannot frametrap as j.214H[k] does, but because it is so slow and invincible, it is particularily good and reliable at beating fuzzy mash and read Brave Counters. You can even scout your opponent's defense habits while beating them!

Skybound Art

One Hundred Cloudscapes

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500,750×2 Mid 7+4 [3+4] 6 56 -43 HKD +52 1-16 All [1-12 All]
  • Short-range, fast confirm super
  • Great anti-air

Launches the opponent up and catches them with an elegant sword spin on the way down. Has a large vertical hitbox but short horizontal reach, making it difficult to connect in some situations but also an excellent anti-air. To increase the range, you can cancel into it from Utakata (214X[g]).

If you hold down the button on hit, only the initial launching attack will come out. This initial attack still steals a BP on hit - so this is optimal damage when done early in the combo, a full combo is possible afterwards, and your opponent has 2 or 1 BP.


Super Skybound Art

Butterfly Effect: Ame-no-Uzume

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
360×10, 240×5, 1200 [200×15,1000] Mid→All 7+7 93 48 -32 HKD +42→30 1-28 All
  • High horizontal range and damage, combos off any poke
  • Crosses up on animation

Invincible startup, with a far, far longer range than 236236H. Activates a cinematic that deals more damage and switches sides if it hits at close range. You can combo off a lot of different pokes or use it in close-to-corner juggles where nothing else would reach.


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 Narmaya
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