GBVS/Narmaya

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GBVS Narmaya Nameplate.png
GBVS Narmaya Portrait.png
Health 10000
Prejump 4f
Backdash 25f

Overview[edit]

Narmaya

"I will continue to press on, until I reach the peak of unparalleled strength."
Lore: A katana master who was born into a line of expert martial artists. Through diligent tempering Narmaya combined her family's martial arts with magic and formed her own unique blade technique—one which she wields with extraordinary finesse. Although her short stature may paint her as easy pickings, a wise opponent should not underestimate her ability to freely switch between Dawnfly and Freeflutter stances, lest they be cut down in the blink of an eye.

Outside the heat of battle, however, she is a kind, spirited person who looks after others and seeks affection from the one who has acknowledged her, often going overboard in her unstoppable adoration.

Playstyle
GBVS Narmaya Icon.png Narmaya is a rushdown character who switches between mid-range Dawnfly (Genji) stance and close-range Freeflutter (Kagura) stance.
Pros Cons
  • Both of her stances have their own set of special moves, giving her a large pool of specials even when some are on cooldown
  • Has no f.L so her L can always auto-combo
  • Setsuna destroys projectiles and has good range
  • In Kagura stance she can make all of her jump-ins plus on block with j.214X
  • Has a DP and a parry
  • Very cute and wholesome
  • Very few plus or even safe attacks
  • Generally risky and unrewarding L and M specials, requiring her use H cooldowns to get corner carry and knockdowns
  • Neutral can be somewhat awkward since Setsuna is very unsafe on whiff and her normals outside of Genji stance have poor range
  • Low damage
  • Parry does not counter lows, loses to multi-hit moves, and puts her airborne on whiff opening her up to high damage punishes.
  • Has self esteem issues




Normal Moves[edit]

Ground Normals[edit]

c.L[edit]
5L (c.L/f.L)
GBVS Narmaya cL.png
GBVS Narmaya cL Kagura.png
Always use both parts of your sword for maximum efficiency
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 300 Mid 6 3 9 -1 +3

A quick poke forward with the pommel of Narmaya's blade. Has decent range for a poke, and to top it off, has good speed at 6F.

Kagura 300 Mid 5 3 10 -2 +2

A stab forward with the actual blade. It has slightly more range than Genji 5L and is a frame faster, making this an excellent poke in general.


c.M[edit]
c.M
GBVS Narmaya cM.png
GBVS Narmaya cM Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 650 Mid 7 3 14 -2 +2


Kagura 650 Mid 6 3 12 0 +4


c.H[edit]
c.H
GBVS Narmaya cH.png
GBVS Narmaya cH Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 450, 350 = 800 Mid 8 2, 3 23 -7 -3


Kagura 1100 Mid 10 6 15 -2 +2



Auto Combo[edit]
Auto Combo
GBVS Narmaya cXX.png
GBVS Narmaya cXXX.png
Version Damage Guard Startup Active Recovery On Block On Hit
XX 350 Mid 9 - - -3 +1
XXX 350 Mid 12 - - -4 0


f.M[edit]
f.M
GBVS Narmaya fM.png
GBVS Narmaya fM Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 600 Mid 9 4 17 -6 -2


Kagura 600 Mid 7 5 18 -8 -4


f.H[edit]
f.H
GBVS Narmaya fH.png
GBVS Narmaya fH Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 900 Mid 10 6 20 -9 -5


Kagura 1000 Mid 9 6 20 -9 -5


2L[edit]
2L
GBVS Narmaya 2L.png
GBVS Narmaya 2L Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 350 Low 6 3 6 +2 +6


Kagura 350 Low 6 3 6 +2 +6


2M[edit]
2M
GBVS Narmaya 2M.png
GBVS Narmaya 2M Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 600 Mid 8 4 14 -3 +1

Can low-profile certain projectiles

Kagura 600 Mid 7 3 11 +1 +5



2H[edit]
2H
GBVS Narmaya 2H.png
GBVS Narmaya 2H Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 900 Mid 11 3 25 -11 -7


Kagura 900 Mid 10 8 22 -13 -9


2U[edit]
2U
GBVS Narmaya 2U.png
GBVS Narmaya 2U Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 700 Low 8 6 20 -11 KD


Kagura 700 Low 7 6 21 -12 KD


Air Normals[edit]

j.L[edit]
j.L
GBVS Narmaya jL.png
GBVS Narmaya jL Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 400 High/Air 5 Until Landing Until Landing - -


Kagura 400 High/Air 5 Until Landing Until Landing - -


j.M[edit]
j.M
GBVS Narmaya jM.png
GBVS Narmaya jM Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 550 High/Air 6 6 Until Landing - -


Kagura 550 High/Air 7 8 Until Landing - -


j.H[edit]
j.H
GBVS Narmaya jH.png
GBVS Narmaya jH Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 700 High/Air 9 6 Until Landing - -


Kagura 800 High/Air 12 9 Until Landing - -


j.U[edit]
j.U
GBVS Narmaya jU.png
GBVS Narmaya jU Kagura.png
Version Damage Guard Startup Active Recovery On Block On Hit
Genji 800 High/Air 10 6 Until Landing - -


Kagura 800 High/Air 9 6 Until Landing - -



Unique Action[edit]

Butterfly Effect[edit]
Butterfly Effect
5U
GBVS Narmaya .png
I could never stab you...
GBVS Narmaya2.png
...Enough.
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

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, which is why you'll want to shorten the duration by cancelling its recovery into any move whatsoever, such as 5L. 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, as soon as Narmaya returns to neutral, she'll be in the other stance.

For those familiar with Jojo:HFTF, the idea behind each stance is similar to Chaka's Stand ON/OFF. With tools such as f.M and Setsuna, Genji stance is an excellent neutral stance, whereas Kagura's moves such as Mugenkagura and Crescent moon make it an ideal stance for close ranges.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Narmaya Throw.png
Neutral/Forward
GBVS Narmaya BackThrow.png
Back
Damage Guard Startup Active Recovery On Block On Hit
1500 Throw 7 3 31 - -


Air Throw[edit]
Air Throw
GBVS Narmaya AirThrow.png
Damage Guard Startup Active Recovery On Block On Hit
1500 Throw 5 - Until Landing+5 - -
Overhead Attack[edit]
Overhead Attack
GBVS Narmaya OverheadAttack.png
Damage Guard Startup Active Recovery On Block On Hit
1000 High - - - - -


Special Moves[edit]

Setsuna[edit]
Setsuna
236X or 2/5S during Genji Stance
GBVS Narmaya Setsuna.png
Mist finer is a must for all katana chars
Version Damage Guard Startup Active Recovery On Block On Hit
L 1000 [700] All 14 7 39 -12 -4
M 1000 [700] All 32~70 7 21 +10 +14
H 1000 [700] All 15 7 25 +6 -

Narmaya does a far-reaching horizontal slash forwards. Cancels single hit projectiles. Multi-hit projectiles, such as Gran's H Reginleiv which has 3 hits, will only have one of their 'hits' canceled, so the projectile will stay active with 2 hits left. At close and 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 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 if the opponent is to the corner.

L version is a pretty swift slash, making it an ideal move for keeping your opponent at bay in neutral, punishing a zoning attempt, or a whiffed move.

M version has a longer startup, and can be charged. Since this variant is plus, you'll mostly be using this for either pressure resetting when you're close and know your opponent will respect you.

H version combines frame advantage and speed. Not only can this be used to extend your pressure, but the wallbounce behavior sees its use in extending combos as well.


Absolute Horizon[edit]
Absolute Horizon
623X or 6S during Genji Stance
GBVS Narmaya Banri.png
Version Damage Guard Startup Active Recovery On Block On Hit
L 600, 400 Mid, All 7 2, 6 25+9 Landing -23 -
M 800, 500 Mid, All 7 2, 6 31+9 Landing -27 -
H 650, 250*3 Mid 7 2, 2, 2, 2 51+9 Landing -27 -
  • L version first hit air unblockable
  • M version first hit air unblockable
  • H version completely air unblockable


Transient[edit]
Transient
214X or 4S during Genji Stance
GBVS Narmaya Utakata.png
Does not auto guardpoint like Baiken
Version Damage Guard Startup Active Recovery On Block On Hit
L - - - - - - -
M - - - - - - -
H - - - - - - -

A command dash that can be canceled into specials available in Kagura, SBA and SSBA.

  • L version
  • M version can cross up
  • H version can cross up


Kyokasuigetsu[edit]
Kyokasuigetsu
236X or 2/5S during Kagura Stance
GBVS Narmaya Kyouka.png
Depending on stance, this move is the "shing" or the "swing"
Version Damage Guard Startup Active Recovery On Block On Hit
L 900 Mid 13 2 19 -6 -
M 600*2 Mid 16 2, 2 21 -8 -
H 400*3 Mid 15 2, 2, 6 19 -6 -
  • L version hits once
  • M version hits twice
  • H version hits thrice and leads to a combo in the corner


Mugenkagura[edit]
Mugenkagura
623X or 6S during Kagura Stance
GBVS Narmaya Mugen.png
Version Damage Guard Startup Active Recovery On Block On Hit
L 700, 400 Mid, All 20 2, 6 22+9 Landing -18 -
M 750, 600 Mid, All 42 2, 6 26+9 Landing -22 -
H 700, 250*3 Mid 42 2, 3, 2, 1 31+9 Landing -22 -

Autoguard stance that blocks highs and mids, follows up with an uppercut

  • L version
  • M version
  • H version


Crescent Moon[edit]
Crescent Moon
214X or 4S during Kagura Stance
GBVS Narmaya Sengetsu.png
TSUBAME GAESHI
Version Damage Guard Startup Active Recovery On Block On Hit
L 1100 All 32 8 2+8 Landing -3 -
M 1200 All 38 7 3+8 Landing -2 -
H 1200 All 30 10 2+6 Landing +1 -

Not an overhead, but has more frame advantage if blocked crouching. Has a built-in jump on startup.

  • L version moves Narmaya forwards
  • M version moves Narmaya farther than the L version
  • H version


Crescent Moon (Midair)[edit]
Crescent Moon (Midair)
j.214X or j.5S during Kagura Stance
GBVS Narmaya Sengetsu.png
Too bad we can't have an overhead that is faster than 26F
Version Damage Guard Startup Active Recovery On Block On Hit
L 1000 All 5 7 - +6~ -
M 1000 All - - - - -
H 1100 All 5 - - +9~ -

Doesn't have the jump that the ground version has. H version can be used to continuing combo, while L/M version can be used to create an left/right mixup.

  • L version moves Narmaya backwards
  • M version moves Narmaya forwards
  • H version moves Narmaya forwards


Skybound Art[edit]

[edit]
One Hundred Cloudscapes
236236H or 236S
GBVS Narmaya SA.png
We have Mist Finer, Baiken moves, and now
H O U T E N J I N
Damage Guard Startup Active Recovery On Block On Hit
1000, 1000, 1500 = 3500 [1000] Mid 7+4 6 56 -43 HKD

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. 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.


Super Skybound Art[edit]

[edit]
Butterfly Effect: Ame-no-Uzume
236236U or 236S+U
GBVS Narmaya SSA.png
Dance of the Goddess
Damage Guard Startup Active Recovery On Block On Hit
200*10, 300*5, 1000 = 4500 [200*15, 500 = 3500] Mid*1, All 7+7 3*15 48 -32 HKD

Invincible startup, with a longer range than 236236H. Activates a cinematic that deals more damage if it hits at close range.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Narmaya/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Granblue Fantasy Versuse
Click [*] for character's frame data
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