GBVS/Narmaya

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Overview

Overview

Narmaya is a character who switches between 2 stances based on situation at hand. At mid-range, Genji (Dawnfly) stance let her poke opponent at a distance and advance safely. In close-range, she uses Kagura (Freeflutter) moveset to 'stuff' her foe's approach. But her diverse yet situational tools and high-risk low-reward special attacks makes Narmaya difficult to play well. In the hands of those with good awareness and execution however, she can be a force to be reckoned with.
Playstyle
Narmaya is a versatile character who switches between mid-range Dawnfly (Genji) stance and close-range Freeflutter (Kagura) stance.
Pros Cons
  • Effective Normals:Narmaya has a wide array of normals across her two stances which are good at controlling space as well as a fantastic anti-air, Kagura 2H. She also possesses one of the few plus-on-block 2Ms in the game in Kagura stance. Almost all of her normals can be confirmed into a good, EX-less knockdown even midscreen.
  • High Corner Damage: Narmaya's corner damage is above average and she can acccess her highest damage routes from nearly any starter, regardless of stance, thanks to her command dash.
  • Versatility: Narmaya has two stances with almost entirely unique movesets, which gives her a wider range of tools and more cooldowns than the majority of the cast.
  • Ground Mobility: Narmaya has high run speed and several forward-moving specials that allow her to close the distance. While she has trouble catching airborne opponents, she has little trouble closing the gap on the ground.
  • Weak to Zoning: Despite having access to Setsuna, Narmaya has difficulty dealing with fireballs and zoning at many ranges, and has to play a higher-risk game to approach.
  • Unstable: Narmaya has higher execution requirements than the average character and suffers more from making a mistake.

Normal Moves

5L

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5L[g] 300 Mid 6 3 9 -1 +3
5L[k] 300 Mid 5 3 8 0 +4
  • There is no close version of this normal.
  • Negative on block but leads into auto combo at all ranges.

A quick poke forward with the pommel of Narmaya's blade. This move is slower and covers less range than Kagura 5L.


  • There is no close version of this normal.
  • Only even on block, but leads to auto combo at all ranges.
  • Does not reach full range on first active frame. Plus at full range.

A stab forward with the actual blade. Narmaya's only 5f normal. It has slightly more range than Genji 5L and is a frame faster.

Version Level Attribute
5L[g] 0
5L[k] 0
  • 5L[g]
  • 5L[k]

c.M

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.M[g] 650 Mid 6 3 14 -2 +2
c.M[k] 650 Mid 6 3 12 0 +4
  • Slower and less advantageous than Kagura c.M.
  • Mostly used for punishes where 5H is too slow.
  • Combos into Kagura 5M on counterhit.

A generic starter. It can be used in pressure situations with autocombos, but is poor for staggering.


  • General pressure tool.
  • Combos from 2L from either stance.
  • CH confirms into M buttons and Genji 5H on crouching CH.

A faster alternative to Kagura 2M that leads into autocombo and is better at catching jumpouts, but can be contested on block.

Version Level Attribute
c.M[g] 2
c.M[k] 2
  • c.M[g]
  • c.M[k]

c.H

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.H[g] 450, 350 Mid 8 2, 3 23 -7 -3
c.H[k] 1100 Mid 9 6 15 -2 +2
  • Less damage than Kagura c.H, but faster.
  • Close anti-air.
  • Hits twice for easy confirms and high enough to catch jumpers.

In Genji, this is Narmaya's main combo filler and strongest punish starter, and also an useful frametrap tool that can be made safe or even plus with auto combo or Genji 236H on block. It also is better at covering jump-ins directly above Narmaya compared to Genji 2H.


  • Slightly slower than Genji c.H, but higher damage.
  • Combos into itself on CH.
  • Good at catching jump-outs but not very good as anti-air.
  • Can be plus when timed meaty. If the hitstop shows the blade touching the ground, it is plus.

One of Narmaya's strongest normals. This move leads to big combos on counterhit and is strong in general pressure situations. This is Narmaya's highest damage starter, so it should be used for punishes whenever possible.

Version Level Attribute
c.H[g] 4
c.H[k] 4
  • c.H[g]
  • c.H[k]

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

A Granblue autocombo like any other. In Genji, autocombo is a valid pressure option thanks to the threat of 236H. Try to avoid using them in short combos into super, as that'll reduce the damage. 5L c.XX can sometimes be a frame trap, but the timing is tough.

Version Level Attribute
c.XX 2
c.XXX 3
  • c.XX
  • c.XXX

f.M

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
f.M[g] 600 Mid 9 4 17 -6 -2
f.M[k] 600 Mid 7 5 15 -5 -1
  • A fast, long-reaching poke. This is the main button you'll be using in neutral.
  • Also your whiff punish of choice.
  • Decent far anti air, but it's no Katalina f.H.
  • Combos into 236236U at every range, making it quite deadly when Narmaya has full meter and is at low health.

A strong, safe poke that should be a mainstay of your poking game. Buffer into 214H or 236236U for a hit confirm into knockdown.


  • OK poke, punish and pressure tool.
  • Also a decent far anti air.

Your only real poke in Kagura, but inferior to Genji pokes. More useful for counter hit confirms and punishes due to its range and speed.

Version Level Attribute
f.M[g] 2
f.M[k] 2
  • f.M[g]
  • f.M[k]

f.H

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
f.H[g] 900 Mid 10 6 22 -11 -7
f.H[k] 1000 Mid 9 6 20 -9 -5
  • Powerful, but high recovery poke

The big brother of f.M. Slightly slower and slightly more range, and the extended hitstun and hitstop make it possible to single hit confirm off this button. Should mainly use it as a preemptive running poke, where the combination of high attack level, fast run speed and long range is difficult to deal with. Try to not whiff it, it has a lot of recovery and isn't hard to whiff punish.


Essentially an highly active wall of hitbox that excels at crushing weaker pokes or mashes. Easy to confirm on hit, but also easy to whiff punish.

Version Level Attribute
f.H[g] 3
f.H[k] 3
  • f.H[g]
  • f.H[k]

2L

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
2L[g] 350 Low 6 3 6 +2 +6
2L[k] 350 Low 6 3 6 +2 +6
  • Staple, self-chaining pressure tool

Might as well be the exact same move in each stance, but the Genji version has slightly bigger range. Both versions are staple pressure tools due to their high frame advantage.


  • Staple, self-chaining pressure tool

Has the exact same framedata as the Genji version but a little less range.

Version Level Attribute
2L[g] 0
2L[k] 0
  • 2L[g]
  • 2L[k]

2M

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
2M[g] 600 Mid 8 4 14 -3 +1
2M[k] 600 Mid 7 3 11 +1 +5
  • Safest, shortest range poke
  • Low-ish profile

Important secondary poke compared to Genji f.M. Narmaya's only poke that catches rolls and has no large extended hurtbox.


  • Main pressure tool, plus on block with high counterhit reward

Core pressure move that is plus on block, frametraps into itself, and leads to pain at any range on counter hit. Use, abuse and keep resetting pressure with microdash Kagura 2M.

Version Level Attribute
2M[g] 2
2M[k] 2
  • 2M[g]
  • 2M[k]

2H

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
2H[g] 900 Mid 11 3 23 -11 -7
2H[k] 900 Mid 10 8 22 -13 -9
  • Highest reward anti-air in neutral

The weaker 2H. Still perfectly usable, but is harder to use against strong jump-ins.


  • Highest reward anti-air in pressure

The stronger 2H. Reliable, highly active and extremely good at stuffing cross-ups. The bane of anyone trying to jump out of your pressure.

Version Level Attribute
2H[g] 3
2H[k] 3
  • 2H[g]
  • 2H[k]

2U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
2U[g] 700 Low 9 6 20 -11 HKD
2U[k] 700 Low 7 6 21 -12 HKD
  • Long-range low snipe
  • Low profile, good hitbox to hurtbox ratio
  • Unsafe on block or whiff

2U and dash 2U are a risky, but effective option to snipe enemies walking back, which Narmaya otherwise has trouble dealing with. Also probably her best counterpoke out of all her Genji options, goes under fireballs and a lot of higher pokes.


  • Low profile
  • Unsafe on block or whiff

Used for optimal crouch confirms and 7f punishes, but the worse range disqualifies it as a poke and it is harder to use it safely than Genji 2U. Can sometimes use in pressure to call out walking back.

Version Level Attribute
2U[g] 2
2U[k] 2
  • 2U[g]
  • 2U[k]

j.L

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.L[g] 400 High/Air 5 Until Landing Until Landing
j.L[k] 400 High/Air 5 Until Landing Until Landing
  • Air-to-air

Pretty generic jumping light with infinite active frames. Usable as air-to-air.


  • Air-to-air

A straight upgrade over the Genji version, with better disjoint, a stronger air-to-air angle and a cancel into Kagura j.214H for possible conversions, or plus frames on block.

Version Level Attribute
j.L[g] 1
j.L[k] 1
  • j.L[g]
  • j.L[k]

j.M

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.M[g] 550 High/Air 6 6 Until Landing
j.M[k] 550 High/Air 7 8 Until Landing
  • Jump-in, can cross up

Your button in Genji when jumping on your enemies' heads. Can hit cross-up, but not too far.


  • Jump-in, dedicated cross-up

Sacrifices frontal range for a large crossup hitbox. Cancelling into j.214H make this button plus from any height, and yields a strong conversion from crossup jumpins.

Version Level Attribute
j.M[g] 1
j.M[k] 1
  • j.M[g]
  • j.M[k]

j.H

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.H[g] 700 High/Air 9 6 Until Landing
j.H[k] 800 High/Air 12 9 Until Landing
  • All-round jump in

All-purpose jump-in with great horizontal range that doesn't hit behind Narmaya despite what the animation suggests.


  • Highest attack level jump in

Exclusively used in safejumps and deep jump-ins. Hits very high above Narmaya, but Kagura j.U is better at covering that angle.

Version Level Attribute
j.H[g] 2
j.H[k] 2
  • j.H[g]
  • j.H[k]

j.U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.U[g] 800 High/Air 10 6 Until Landing
j.U[k] 800 High/Air 9 6 Until Landing
  • Spaced jump-in and air-to-air
  • Hard coded to whiff on crouchers

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


  • All-purpose air button

Useful all-purpose jumping button, usable both as air-to-air and as a jump in.

Version Level Attribute
j.U[g] 2
j.U[k] 2
  • j.U[g]
  • j.U[k]


Unique Action

Butterfly Effect

5U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Total 30
  • Narmaya changes from Genji stance to Kagura stance or vice-versa, changing her normals and special moves.
  • If swapping to Kagura stance, a red butterfly will be shown, and if swapping to Genji stance, a blue butterfly will be shown.
  • When done alone, the swapping has a bit of a lengthy recovery time, but that can be canceled into anything except for walking after ~9 frames. This can be used to change stances in neutral, by pressing 5U and then quickly tapping the guard button to cancel the recovery.
  • Its most important property, however, is that this can be used while you're in the middle of a move. If used in this way, Narmaya has no extra recovery at all, and as soon as she returns to neutral, she'll be in the other stance. Mastering this is a core part of her corner combos and her pressure.

For those familiar with Jojo:HFTF, the idea behind each stance is similar to Chaka's Stand ON/OFF. 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 Attribute
  • Cancellable into blocking, attacks, movement (except walk) from frame 10


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD HKD

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 Kagura j.H. The back throw has higher recovery and doesn't allow for safe jumps.

Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Airthrow 5 5 Until Landing+6 HKD HKD
  • Air-to-air when anticipating air stall

Generic air throw. Usable as a preemptive or reactive air-to-air. 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.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1
  • Goes over throws and low attacks, for high counterhit reward

Universal overhead. An educational conditioning tool that teaches your opponent not to tech throws with the regular throw tech, especially close to the corner, unless they want to die. This makes your opponent more likely to try and mash out or jump out against your throw threats, which you can then abuse in other ways.

Level Attribute
4


Special Moves

Setsuna

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L[g] 1000→700 Mid→All 14 7 35 -12 -4 (KD when close)
236M[g] 1000→700 Mid→All 32~70 7 21 +10 +14
236H[g] 1000→700 Mid→All 15 7 25 +2 HKD
  • Long range high whiff recovery projectile that clashes with projectiles.

Narmaya does a far-reaching horizontal slash forwards. Clashes with single hit projectiles. Multi-hit projectiles, such as Gran's H Reginleiv which has 3 hits, will only have one of their 'hits' canceled. At close to medium range, both the L and M versions will send the opponent up into the air slightly before putting them into a soft knockdown, whereas hitting them at medium to far range with this move will only make the opponent slightly recoil with no knockdown. The H version will follow the first behavior regardless of distance, however, results in a hard knockdown, and can wallbounce at close to medium range if the opponent is to the corner. All versions suffer reduced damage if hit at medium to far range.


L Version
  • Fast startup, high recovery.

The L version is a pretty swift slash, making it a long-range poke useful for keeping your opponent at bay in neutral, stuffing fireball attempts, punishing a zoning attempt, or a whiffed move. But it is also a move you have to be careful with, since it yields you little damage if it hits, but has enough recovery to eat a high-damage punish if your opponent jumps over it or rolls through it. Usually not worth it.


M Version
  • Slow startup, short recovery.
  • Links into most pokes on hit.
  • Extended counter hit hitstun.

The M version has a longer startup, can be delayed 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. Useful in neutral against opponents happy to roll through the L version, but still loses to jumps. Do not use against characters with an long-range invincible super on deck.


H Version
  • Best of both worlds.
  • Counterhit conversion into Genji f.M midscreen.
  • Wallbounce conversions in the corner.

The H version combines frame advantage, speed and higher safety on whiff. It is plus on block, fast enough to frametrap, extends corner combos and can just be thrown out there to fish for unreactable hard knockdowns from mid screen. Use and abuse.

Version Level Attribute
236L[g] 2
236M[g] 2
236H[g] 2
  • 236L[g] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 0 Easy Input Damage 900→600)
  • 236M[g] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 0 Easy Input Damage 900→600)
  • 236H[g] (notes: Cooldown: 480F (Technical) 600F (Easy) Clash Level 0 Easy Input Damage 900→600)

Absolute Horizon

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L[g] 600, 400 Mid, All 9 2, 8 25+9 Landing -23 KD 1-12 All
623M[g] 800, 500 Mid, All 9 2, 8 31+9 Landing -27 KD 1-15 All
623H[g] 650, 250×3 Mid 9 2, 4, 2, 2 35+9 Landing -31 HKD 1-18 All
  • True reversal
  • Emergency or fallback anti-air, but bad at hitting cross-ups

A classic reversal DP. Also your staple fallback anti-air in Genji if you have no time for 2H, or no confidence it'll win. All versions are air unblockable on the first hit, and EX is fully air unblockable. If you use it as a reactive anti-air, either use the easy input version or buffer the DP motion ahead of time. If only the second hit of the M version hits as a high counter hit, you get a combo off it - this can happen against high anti-antiairs like Percival j.U.

Version Level Attribute
623L[g] 3
623M[g] 4
623H[g] 4
  • 623L[g] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level: 14 (Technical) 10 (Easy) Easy Input Damage 500, 300)
  • 623M[g] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level: 16 (Technical) 10 (Easy) Easy Input Damage 700, 400)
  • 623H[g] (notes: Cooldown: 480F (Technical) 600F (Easy) Clash Level: 18 (Technical) 10 (Easy) Easy Input Damage 600, 200x3)

Transient

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L[g] Total 39
214M[g] Total 45
214H[g] Total 36
  • Command dash that cancels into other specials, main hit confirm tool
  • L and M versions are special cancellable from frame 13
  • H version is special cancellable from frame 10
  • M and H version pass through the opponent, switching sides and turning around when they do so

A forward command dash. All versions can be canceled into Kagura stance specials, 236236H or 236236U. Canceling into Kagura specials will also switch your stance to Kagura automatically.

The H version 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. For confirms, you will usually confirm into 236M midscreen for good pressure, or 236H for Narmaya's full, high damage corner combo. 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.

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

Version Level Attribute
214L[g]
214M[g]
214H[g]
  • 214L[g] (notes: Cooldown: 20F (Technical) 200F (Easy) Special cancellable from frame 13)
  • 214M[g] (notes: Cooldown: 20F (Technical) 200F (Easy) Special cancellable from frame 13)
  • 214H[g] (notes: Cooldown: 480F (Technical) 600F (Easy) Special cancellable from frame 10)

Kyokasuigetsu

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L[k] 900 Mid 13 [6] 2 19 -5 KD
236M[k] 600×2 Mid 16 [8] 2, 2 21 -8 KD
236H[k] 400×3 Mid 15 [7] 2, 2, 6 20 -7 HKD
  • Main combo ender, or close to corner combo starter
  • Faster startup when canceled into from a Transient (214X) command dash
L Version
  • Hits once.

The 2.70 patch changes turn this move into a safe poke or spaced approach, in exchange for losing the knockdown. On hit, it now air resets, with enough time to dash up with a meaty.


M Version
  • Hits twice for more damage and covers more ground.

Your EX-less hit confirm and combo ender of choice. Good damage, and good knockdown that leaves more than enough time to run in with any meaty or throw you want. Do not use on block.


H Version
  • Hits three times.

Leads to a combo in the corner, or a safejump midscreen. Most characters can now punish it on block, with the exception of Ferry, Metera and Narmaya in Genji stance. Extremely important cooldown to start her corner combos, Narmaya will be far less threatening in pressure during Kagura stance if she does not have this cooldown.

Version Level Attribute
236L[k] 2
236M[k] 2
236H[k] 4
  • 236L[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 2 Faster startup when cancelled into from 214X[g])
  • 236M[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 2 Faster startup when cancelled into from 214X[g])
  • 236H[k] (notes: Cooldown: 480F (Technical) 600F (Easy) Clash Level 3 Faster startup when cancelled into from 214X[g])

Mugenkagura

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L[k] 700, 400 Mid, All 20 4, 6 22+9 Landing -18 KD 1~14 Catch High
623M[k] 750, 600 Mid, All 42 4, 6 26+9 Landing -22 KD 1~36 Catch High
623H[k] 700, 250×3 Mid 20 4, 3, 2, 1 31+9 Landing -22 HKD 1~14 Catch High
  • High/mid parry that beats safejumps

Autoguard stance that parries highs and mids. Follows up with a counter slash after parrying an attack, or after some time passes. Usable as a reaction to slow specials or a last resort anti-air that loses to empty jumps. Freezes the opponent on parry, allowing it to win against safe jumps.


L Version
  • Quick startup.

You can combo into it off close autocombos.


M Version
  • Slower.
  • More damage.

Basically impossible to combo into, only used for hard reads when you really need the extra parry time.


H Version
  • Not actually as fast as the L version. Still fast enough for combo uses, and Narmaya's staple ender for full corner combos.
  • Hard knockdown on hit.
Version Level Attribute
623L[k] 4
623M[k] 4
623H[k] 4
  • 623L[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level: 14 (Technical) 10 (Easy))
  • 623M[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level: 16 (Technical) 10 (Easy))
  • 623H[k] (notes: Cooldown: 480F (Technical) 600F (Easy) Clash Level: 18 (Technical) 10 (Easy))

Crescent Moon

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L[k] 1100 All 32 8 1+8 Landing -2 KD 9-41 Low Invul
214M[k] 1200 All 38 7 2+8 Landing -2 KD 9-47 Low Invul
214H[k] 1200 All 32 8 2+6 Landing +1 HKD 9-41 Low Invul
  • Safe-on-block frametrap that crushes ground buttons

Not an overhead, but has more frame advantage if blocked crouching. 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.


L Version
  • Slow.
  • Flips forward a short distance, almost never crosses up.
  • Can be plus when spaced at the very tip of its range.

M Version
  • Slower.
  • Moves Narmaya farther than the L version, crosses up at close range.
  • Can be plus when spaced as a deep cross-up.

H Version
  • Always plus.
  • Faster than L or M versions.
  • Can be steered by holding [6], 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 Level Attribute
214L[k] 2
214M[k] 2
214H[k] 3
  • 214L[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 2)
  • 214M[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 2)
  • 214H[k] (notes: Cooldown: 480F (Technical) 600F (Easy) Clash Level 2)

Crescent Moon (Midair)

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.214L[k] 1000 All 5 7 Until landing +7 +6~[-4] KD
j.214M[k] 1000 All 5 7 Until landing +7 KD
j.214H[k] 1100 All 5 3 Until landing +7 +9~[+2] HKD
  • Anti-anti air and ground button whiff punish
  • Gives better jump-in or air-to-air confirms
  • Pressure tool when done as TK, especially the EX

L Version
  • Bounces backward
  • Better and faster at hitting in front
  • Huge downward hitbox, can be used as anti-anti-air
  • Slightly stalls before landing, lowest possible version is +4 on block and leads to counterhit confirms

M Version
  • Bounces forward
  • Better and faster at hitting behind
  • Usually not plus

H Version
  • Always plus, especially on air block
  • Behaves similarily to M version, not L version
  • When done as TK, strong pressure reset and throw bait that is 9f of startup including jump startup, +2 on block and on counterhit combos midscreen into Genji f.M
  • Midscreen combos when used as crossup jump-in
  • Staple corner combo tool

Air special. All versions change air momentum on hit, which gives them useful properties done just above the ground as TK specials. Comes out very fast as it does not have the jump that the ground version has. Can be used to combo off air-to-air hits or off jump-ins that would normally be too high.

  • Values in [] are for the Tiger Knee'd version
Version Level Attribute
j.214L[k] 3
j.214M[k] 3
j.214H[k] 4
  • j.214L[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 1)
  • j.214M[k] (notes: Cooldown: 20F (Technical) 200F (Easy) Clash Level 1)
  • j.214H[k] (notes: Cooldown: 480F (Technical) 600F (Easy) Clash Level 2)


Skybound Art

One Hundred Cloudscapes

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000,2500→1000,2000 Mid 7+4 [4+4] 6 56 -43 HKD 1-9 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 lets you continue with your own combo, or take time to create various mixups. Usually, this is not worth it compared to the full animation, but it can be used if you would otherwise not get a full combo at all.

Level Attribute
4
  • Clash level: 25 (Technical) 20 (Easy) Faster startup when cancelled into from 214X[g]


Super Skybound Art

Butterfly Effect: Ame-no-Uzume

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4500→3500 Mid×1, All 7+7 3×15 48 -32 HKD 1-21 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.

Level Attribute
4
  • Clash level: 35 (Technical) 30 (Easy)


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Narmaya Color 01.png
GBVS Narmaya Color 02.png
GBVS Narmaya Color 03.png
GBVS Narmaya Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Narmaya Color 05.png
GBVS Narmaya Color 06.png
GBVS Narmaya Color 07.png
GBVS Narmaya Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Narmaya Color 09.png
GBVS Narmaya Color 10.png
GBVS Narmaya Color 11.png
GBVS Narmaya Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Narmaya Color 13.png
GBVS Narmaya Color 14.png
GBVS Narmaya Color 15.png
GBVS Narmaya Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Narmaya Color 17.png
GBVS Narmaya Color 18.png
GBVS Narmaya Color 19.png
GBVS Narmaya Color EX.png
Weapons
01
02
03
04
GBVS Narmaya Weapon 01.png
GBVS Narmaya Weapon 02.png
GBVS Narmaya Weapon 03.png
GBVS Narmaya Weapon 04.png
05
06
07
08
GBVS Narmaya Weapon 05.png
GBVS Narmaya Weapon 06.png
GBVS Narmaya Weapon 07.png
GBVS Narmaya Weapon 08.png


External References

Navigation

Narmaya
Ambox notice.png To edit frame data, edit values in GBVS/Narmaya/Data.