GBVS/Narmaya: Difference between revisions

From Dustloop Wiki
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_cL.png
|image=GBVS_Narmaya_cL.png
|image2=GBVS_Narmaya_cL_Kagura.png
|name=5L (c.L/f.L)
|name=5L (c.L/f.L)
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_cM.png
|image=GBVS_Narmaya_cM.png
|image2=GBVS_Narmaya_cM_Kagura.png
|name=c.M
|name=c.M
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_cH.png
|image=GBVS_Narmaya_cH.png
|image2=GBVS_Narmaya_cL_Kagura.png
|name=c.H
|name=c.H
|input=
|input=
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|image=GBVS_Narmaya_cXX.png |caption=
|image=GBVS_Narmaya_cXX.png |caption=
|image2=GBVS_Narmaya_cXXX.png |caption2=
|image2=GBVS_Narmaya_cXXX.png |caption2=
|image3=GBVS_Narmaya_cXX_Kagura.png |caption3=
|image4=GBVS_Narmaya_cXXX_Kagura.png |caption4=
|name=Auto Combo
|name=Auto Combo
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_fM.png
|image=GBVS_Narmaya_fM.png
|image2=GBVS_Narmaya_fM_Kagura.png
|name=f.M
|name=f.M
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_fH.png
|image=GBVS_Narmaya_fH.png
|image2=GBVS_Narmaya_fH_Kagura.png
|name=f.H
|name=f.H
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_2L.png
|image=GBVS_Narmaya_2L.png
|image2=GBVS_Narmaya_2L_Kagura.png
|name=2L
|name=2L
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_2M.png
|image=GBVS_Narmaya_2M.png
|image2=GBVS_Narmaya_2M_Kagura.png
|name=2M
|name=2M
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_2H.png
|image=GBVS_Narmaya_2H.png
|image2=GBVS_Narmaya_2H_Kagura.png
|name=2H
|name=2H
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_2U.png
|image=GBVS_Narmaya_2U.png
|image2=GBVS_Narmaya_2U_Kagura.png
|name=2U
|name=2U
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_jL.png
|image=GBVS_Narmaya_jL.png
|image2=GBVS_Narmaya_jL_Kagura.png
|name=j.L
|name=j.L
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_jM.png
|image=GBVS_Narmaya_jM.png
|image2=GBVS_Narmaya_jM_Kagura.png
|name=j.M
|name=j.M
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_jH.png
|image=GBVS_Narmaya_jH.png
|image2=GBVS_Narmaya_jH_Kagura.png
|name=j.H
|name=j.H
|input=
|input=
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{{MoveData
{{MoveData
|image=GBVS_Narmaya_jU.png
|image=GBVS_Narmaya_jU.png
|image2=GBVS_Narmaya_jU_Kagura.png
|name=j.U
|name=j.U
|input=
|input=

Revision as of 14:40, 4 March 2020

GBVS Narmaya Nameplate.png
GBVS Narmaya Portrait.png
Health
Prejump
Backdash

Overview

Narmaya

"Danchou-chan, danchou-chan!"
Lore:She is a Draph with a big sword

 Narmaya  Narmaya is...

Pros
Cons
  • TBD
  • TBD

Normal Moves

Ground Normals

c.L
5L (c.L/f.L)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


5L[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 6 3 9 -1 +3 0
GBVS Narmaya 5L.png
GBVS Narmaya 5L Hitbox.png
Genji 5L


Kagura


5L[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 5 3 8 0 +4 0
GBVS Narmaya 5L Kagura.png
Always use both parts of your sword for maximum efficiency
GBVS Narmaya 5L Kagura Hitbox1.pngGBVS Narmaya 5L Kagura Hitbox2.png
Kagura Active Frame 1 • Kagura Active Frame 2~3
c.M
c.M
GBVS Narmaya cM.png
GBVS Narmaya cM Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


c.M[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
650 Mid 6 3 14 -2 +2 2
GBVS Narmaya cM.png
GBVS Narmaya cM Hitbox.png
Genji cM


Kagura


c.M[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
650 Mid 6 3 12 0 +4 2
GBVS Narmaya cM Kagura.png
GBVS Narmaya cM Kagura Hitbox.png
Kagura cM


c.H
c.H
GBVS Narmaya cH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


c.H[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
450, 350 Mid 8 2, 3 23 -7 -3 4
GBVS Narmaya cH.png
GBVS Narmaya cH Hitbox1.pngGBVS Narmaya cH Hitbox2.png
Genji Active Frame 1~2 • Genji Active Frame 3~5


Kagura


c.H[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1100 Mid 9 6 15 -2 +2 4
GBVS Narmaya cH Kagura.png
GBVS Narmaya cH Kagura Hitbox1.pngGBVS Narmaya cH Kagura Hitbox2.png
Kagura Active Frame 1~3 • Kagura Active Frame 4~6


Auto Combo
Auto Combo
GBVS Narmaya cXX.png
GBVS Narmaya cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
XX


c.XX
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 3 15 -3 +1 2
GBVS Narmaya cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3
GBVS Narmaya cXXX.png
f.M
f.M
GBVS Narmaya fM.png
GBVS Narmaya fM Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


f.M[g]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Mid 9 4 17 -6 -2 2
GBVS Narmaya fM.png
GBVS Narmaya fM Hitbox.png
Genji fM


Kagura


f.M[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Mid 7 5 15 -5 -1 2
GBVS Narmaya fM Kagura.png
GBVS Narmaya fM Kagura Hitbox1.pngGBVS Narmaya fM Kagura Hitbox2.png
Kagura Active Frame 1~2 • Kagura Active Frame 3~5


f.H
f.H
GBVS Narmaya fH.png
GBVS Narmaya fH Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


f.H[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 10 6 22 -11 -7 3
GBVS Narmaya fH.png
One-hit-confirm fishing rod
GBVS Narmaya fH Hitbox1.pngGBVS Narmaya fH Hitbox2.png
Genji Active Frame 1~3 • Genji Active Frame 4~6


Kagura


f.H[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 9 6 20 -9 -5 3
GBVS Narmaya fH Kagura.png
GBVS Narmaya fH Kagura Hitbox1.pngGBVS Narmaya fH Kagura Hitbox2.png
Kagura Active Frame 1~3 • Kagura Active Frame 4~6


2L
2L
GBVS Narmaya 2L.png
GBVS Narmaya 2L Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


2L[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Low 6 3 6 +2 +6 0
GBVS Narmaya 2L.png
GBVS Narmaya 2L Hitbox.png
Genji 2L


Kagura


2L[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Low 6 3 6 +2 +6 0
GBVS Narmaya 2L Kagura.png
GBVS Narmaya 2L Kagura Hitbox.png
Kagura 2L


2M
2M
GBVS Narmaya 2M.png
GBVS Narmaya 2M Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


2M[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Mid 8 4 14 -3 +1 2
GBVS Narmaya 2M.png
GBVS Narmaya 2M Hitbox.png
Genji 2M


Kagura


2M[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Mid 7 3 11 +1 +5 2
GBVS Narmaya 2M Kagura.png
microdash, 2M, repeat
GBVS Narmaya 2M Kagura Hitbox1.pngGBVS Narmaya 2M Kagura Hitbox2.png
Kagura Active Frame 1 • Kagura Active Frame 2~3


2H
2H
GBVS Narmaya 2H.png
GBVS Narmaya 2H Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


2H[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 11 5 23 -11 -7 3
GBVS Narmaya 2H.png
GBVS Narmaya 2H Hitbox1.pngGBVS Narmaya 2H Hitbox2.png
Genji Active Frame 1~3 • Genji Active Frame 4~5


Kagura


2H[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 10 8 22 -13 -9 3
GBVS Narmaya 2H Kagura.png
GBVS Narmaya 2H Kagura Hitbox1.pngGBVS Narmaya 2H Kagura Hitbox2.pngGBVS Narmaya 2H Kagura Hitbox3.png
Kagura Active Frame 1~2 • Kagura Active Frame 3~5 • Kagura Active Frame 6~8


2U
2U
GBVS Narmaya 2U.png
GBVS Narmaya 2U Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


2U[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 9 6 20 -11 HKD 2
GBVS Narmaya 2U.png
GBVS Narmaya 2U Hitbox1.pngGBVS Narmaya 2U Hitbox2.png
Genji Active Frame 1~3 • Genji Active Frame 4~6


Kagura


2U[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 7 6 21 -12 HKD 2
GBVS Narmaya 2U Kagura.png
GBVS Narmaya 2U Kagura Hitbox1.pngGBVS Narmaya 2U Kagura Hitbox2.png
Kagura Active Frame 1~3 • Kagura Active Frame 4~6


Air Normals

j.L
j.L
GBVS Narmaya jL.png
GBVS Narmaya jL Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


j.L[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Narmaya jL.png
GBVS Narmaya jL Hitbox.png
Genji jL


Kagura


j.L[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Narmaya jL Kagura.png
GBVS Narmaya jL Kagura Hitbox1.pngGBVS Narmaya jL Kagura Hitbox2.png
Kagura Active Frame 1~3 • Kagura Active Frame 4+


j.M
j.M
GBVS Narmaya jM.png
GBVS Narmaya jM Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


j.M[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 6 6 Until L 1
GBVS Narmaya jM.png
GBVS Narmaya jM Hitbox1.pngGBVS Narmaya jM Hitbox2.png
Genji Active Frame 1~2 • Genji Active Frame 3~6


Kagura


j.M[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 7 8 Until L 1
GBVS Narmaya jM Kagura.png
GBVS Narmaya jM Kagura Hitbox1.pngGBVS Narmaya jM Kagura Hitbox2.pngGBVS Narmaya jM Kagura Hitbox3.png
Kagura Active Frame 1~2 • Kagura Active Frame 3~4 • Kagura Active Frame 5~8


j.H
j.H
GBVS Narmaya jH.png
GBVS Narmaya jH Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


j.H[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 High/Air 9 6 Until L 2
GBVS Narmaya jH.png
GBVS Narmaya jH Hitbox1.pngGBVS Narmaya jH Hitbox2.png
Genji Active Frame 1~3 • Genji Active Frame 4~6


Kagura


j.H[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 12 9 Until L 2
GBVS Narmaya jH Kagura.png
GBVS Narmaya jH Kagura Hitbox1.pngGBVS Narmaya jH Kagura Hitbox2.png
Kagura Active Frame 1~3 • Kagura Active Frame 4~9


j.U
j.U
GBVS Narmaya jU.png
GBVS Narmaya jU Kagura.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Genji


j.U[g]
normal[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 10 6 Until L 2
GBVS Narmaya jU.png
GBVS Narmaya jU Hitbox.png
Genji jU


Kagura


j.U[k]
normal[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 9 6 Until L 2
GBVS Narmaya jU Kagura.png
GBVS Narmaya jU Kagura Hitbox1.pngGBVS Narmaya jU Kagura Hitbox2.png
Kagura Active Frame 1~3 • Kagura Active Frame 4~6


Unique Action


5U
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln


5U
Butterfly Effect
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30
GBVS Narmaya Genji Stance.pngGBVS Narmaya Kagura Stance.png
I could never stab you... • ...Enough.
Cancellable into blocking, attacks, movement (except walk) from frame 10

Narmaya changes from Genji stance to Kagura stance or vice-versa, changing her normals and special moves.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Narmaya Throw.png
Neutral/Forward
GBVS Narmaya BackThrow.png
Back
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD HKD 0, 4
GBVS Narmaya Throw.pngGBVS Narmaya BackThrow.png
Neutral/Forward • Back
GBVS Narmaya Throw Hitbox.png


Air Throw
Air Throw
GBVS Narmaya AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD 0, 4
GBVS Narmaya AirThrow.png
GBVS Narmaya AirThrow Hitbox.png


Overhead Attack
Overhead Attack
GBVS Narmaya OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4
GBVS Narmaya OverheadAttack.png
GBVS Narmaya UOH Hitbox.pngGBVS Narmaya UOH Kagura Hitbox.png
Genji UOH • Kagura UOH


Special Moves

Setsuna
Setsuna
236X or 2/5S during Genji Stance Mist finer is a must for all katana chars
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


236L[g]
L Setsuna
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000→700 Mid→All 14 7 35 -12 -4 (KD when close) 2
GBVS Narmaya 236X.png
GBVS Narmaya 236X Hitbox1.pngGBVS Narmaya 236X Hitbox2.pngGBVS Narmaya 236X Hitbox3.pngGBVS Narmaya 236X Hitbox4.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 0
Easy Input Damage 900→600
M


236M[g]
M Setsuna
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000→700 Mid→All 32~70 7 21 +10 +14 2
GBVS Narmaya 236X.png
No longer erases projectiles. No longer a mist finer.
GBVS Narmaya 236X Hitbox1.pngGBVS Narmaya 236X Hitbox2.pngGBVS Narmaya 236X Hitbox3.pngGBVS Narmaya 236X Hitbox4.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 0
Easy Input Damage 900→600
H


236H[g]
H Setsuna
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000→700 Mid→All 15 7 25 +2 HKD 2
GBVS Narmaya 236X.png
No longer erases projectiles. No longer a mist finer.
GBVS Narmaya 236X Hitbox1.pngGBVS Narmaya 236X Hitbox2.pngGBVS Narmaya 236X Hitbox3.pngGBVS Narmaya 236X Hitbox4.png
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 0
Easy Input Damage 900→600

Cancels projectiles

  • L version
  • M version can be charged
  • H version
Banri Ikkuu
Banri Ikkuu
623X or 6S during Genji Stance
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


623L[g]
L Absolute Horizon
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600, 400 Mid, All 9 2, 8 25+9 Landing -23 KD 3 1-12 All
GBVS Narmaya 623X.png
GBVS Narmaya 623X Hitbox1.pngGBVS Narmaya 623X Hitbox2.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level: 14 (Technical) 10 (Easy)
Easy Input Damage 500, 300
M


623M[g]
M Absolute Horizon
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800, 500 Mid, All 9 2, 8 31+9 Landing -27 KD 4 1-15 All
GBVS Narmaya 623X.png
GBVS Narmaya 623X Hitbox1.pngGBVS Narmaya 623X Hitbox2.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level: 16 (Technical) 10 (Easy)
Easy Input Damage 700, 400
H


623H[g]
H Absolute Horizon
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
650, 250×3 Mid 9 2, 4, 2, 2 35+9 Landing -31 HKD 4 1-18 All
GBVS Narmaya 623X.png
GBVS Narmaya 623X Hitbox1.pngGBVS Narmaya 623X Hitbox2.png
Cooldown: 480F (Technical) 600F (Easy)
Clash Level: 18 (Technical) 10 (Easy)
Easy Input Damage 600, 200x3
  • L version first hit air unblockable
  • M version first hit air unblockable
  • H version completely air unblockable
Utakata
Utakata
214X or 4S during Genji Stance Does not auto guardpoint like Baiken
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


214L[g]
L Transient
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 39
GBVS Narmaya 214X.png
block button check
Cooldown: 20F (Technical) 200F (Easy)
Special cancellable from frame 13
M


214M[g]
M Transient
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 45
GBVS Narmaya 214X.png
block button check
Cooldown: 20F (Technical) 200F (Easy)
Special cancellable from frame 13
H


214H[g]
H Transient
special[g]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 36
GBVS Narmaya 214X.png
block button check
Cooldown: 480F (Technical) 600F (Easy)
Special cancellable from frame 10

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
Kyouka Suigetsu
Kyouka Suigetsu
236X or 2/5S during Kagura Stance
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


236L[k]
L Kyokasuigetsu
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 13 [6] 2 19 -5 KD 2
GBVS Narmaya 236X Kagura.png
Depending on stance, this move is the "shing" or the "swing"
GBVS Narmaya 236X Kagura Hitbox1.pngGBVS Narmaya 236X Kagura Hitbox2.png
Swing 1 • Swing 1 Part 2
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
Faster startup when cancelled into from 214X[g]
M


236M[k]
M Kyokasuigetsu
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600×2 Mid 16 [8] 2, 2 21 -8 KD 2
GBVS Narmaya 236X Kagura.png
Depending on stance, this move is the "shing" or the "swing"
GBVS Narmaya 236X Kagura Hitbox1.pngGBVS Narmaya 236X Kagura Hitbox2.pngGBVS Narmaya 236X Kagura Hitbox3.png
Swing 1 • Swing 1 Part 2 • Swing 2
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
Faster startup when cancelled into from 214X[g]
H


236H[k]
H Kyokasuigetsu
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400×3 Mid 15 [7] 2, 2, 6 20 -7 HKD 4
GBVS Narmaya 236X Kagura.png
Depending on stance, this move is the "shing" or the "swing"
GBVS Narmaya 236X Kagura Hitbox1.pngGBVS Narmaya 236X Kagura Hitbox2.pngGBVS Narmaya 236X Kagura Hitbox3.pngGBVS Narmaya 236X Kagura Hitbox4.png
Swing 1 • Swing 1 Part 2 • Swing 2 • Swing 3
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 3
Faster startup when cancelled into from 214X[g]
  • L version hits once
  • M version hits twice
  • H version hits thrice and leads to a combo in the corner
Mugen Kagura
Mugen Kagura
623X or 6S during Kagura Stance
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


623L[k]
L Mugenkagura
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700, 400 Mid, All 20 4, 6 22+9 Landing -18 KD 4 1~14 Catch High
GBVS Narmaya 623X Kagura 1.pngGBVS Narmaya 623X Kagura 2.png
GBVS Narmaya 623X Kagura Hitbox1.pngGBVS Narmaya 623X Kagura Hitbox2.pngGBVS Narmaya 623X Kagura Hitbox3.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level: 14 (Technical) 10 (Easy)
M


623M[k]
M Mugenkagura
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
750, 600 Mid, All 42 4, 6 26+9 Landing -22 KD 4 1~36 Catch High
GBVS Narmaya 623X Kagura 1.pngGBVS Narmaya 623X Kagura 2.png
GBVS Narmaya 623X Kagura Hitbox1.pngGBVS Narmaya 623X Kagura Hitbox2.pngGBVS Narmaya 623X Kagura Hitbox3.png
Cooldown: 20F (Technical) 200F (Easy)
Clash Level: 16 (Technical) 10 (Easy)
H


623H[k]
H Mugenkagura
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700, 250×3 Mid 20 4, 3, 2, 1 31+9 Landing -22 HKD 4 1~14 Catch High
GBVS Narmaya 623X Kagura 1.pngGBVS Narmaya 623X Kagura 2.png
GBVS Narmaya 623X Kagura Hitbox1.pngGBVS Narmaya 623X Kagura Hitbox2.pngGBVS Narmaya 623X Kagura Hitbox3.png
Cooldown: 480F (Technical) 600F (Easy)
Clash Level: 18 (Technical) 10 (Easy)

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

  • L version
  • M version
  • H version
Sengetsu
Sengetsu
214X or 4S during Kagura Stance TSUBAME GAESHI
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


214L[k]
L Crescent Moon
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1100 All 32 8 1+8 Landing -2 KD 2 9-41 Low Invul
File:GBVS Narmaya 214X Kagura.png
block button check #2
GBVS Narmaya 214X Kagura Hitbox1.pngGBVS Narmaya 214X Kagura Hitbox2.png
214L and 214H starting hitbox • All versions ending hitbox
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
M


214M[k]
M Crescent Moon
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 All 38 7 2+8 Landing -2 KD 2 9-47 Low Invul
File:GBVS Narmaya 214X Kagura.png
block button check #2
GBVS Narmaya 214X Kagura Hitbox3.pngGBVS Narmaya 214X Kagura Hitbox1.pngGBVS Narmaya 214X Kagura Hitbox2.png
214M Starting hitbox • 214L and 214H starting hitbox • All versions ending hitbox
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 2
H


214H[k]
H Crescent Moon
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 All 32 8 2+6 Landing +1 HKD 3 9-41 Low Invul
File:GBVS Narmaya 214X Kagura.png
block button check #2
GBVS Narmaya 214X Kagura Hitbox1.pngGBVS Narmaya 214X Kagura Hitbox2.png
214L and 214H starting hitbox • All versions ending hitbox
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 2

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
Air Sengetsu
Air Sengetsu
j.214X or j.5S during Kagura Stance Too bad we can't have an overhead that is faster than 26F
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


j.214L[k]
L Crescent Moon (Midair)
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 All 5 7 Until L+7 +6~[-4] KD 3
GBVS Narmaya j214X Kagura.png
TSUBAME GAESHI (mid version)
GBVS Narmaya 214X Kagura Hitbox4.pngGBVS Narmaya 214X Kagura Hitbox5.pngGBVS Narmaya 214X Kagura Hitbox6.png
M version has reversed hitbox • M version has reversed hitbox • M version has reversed hitbox. H version has this hitbox start to finish
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 1
M


j.214M[k]
M Crescent Moon (Midair)
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 All 5 7 Until L+7 KD 3
GBVS Narmaya j214X Kagura.png
TSUBAME GAESHI (mid version)
GBVS Narmaya 214X Kagura Hitbox4.pngGBVS Narmaya 214X Kagura Hitbox5.pngGBVS Narmaya 214X Kagura Hitbox6.png
M version has reversed hitbox • M version has reversed hitbox • M version has reversed hitbox. H version has this hitbox start to finish
Cooldown: 20F (Technical) 200F (Easy)
Clash Level 1
H


j.214H[k]
H Crescent Moon (Midair)
special[k]
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1100 All 5 3 Until L+7 +9~[+2] HKD 4
GBVS Narmaya j214X Kagura.png
TSUBAME GAESHI (mid version)
GBVS Narmaya 214X Kagura Hitbox6.png
M version has reversed hitbox. H version has this hitbox start to finish
Cooldown: 480F (Technical) 600F (Easy)
Clash Level 2

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


236236H or 236S We have mist finer, Baiken moves, and now
H O U T E N J I N
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236H
One Hundred Cloudscapes
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000,2500→1000,2000 Mid 7+4 [4+4] 6 56 -43 HKD 4 1-9 All
GBVS Narmaya 236236H 1.pngGBVS Narmaya 236236H 2.png
GBVS Narmaya 236236H Hitbox.png
Clash level: 25 (Technical) 20 (Easy)
Faster startup when cancelled into from 214X[g]

This SBA has rather shabby hitboxes, making it difficult to connect into this in some situations. To increase the range, you can cancel the super from Utakata (236X).

If you hold down the button on hit, you can cancel the remaining hits and continue with your own combo, or take time to create various mixups.

Super Skybound Art


236236U or 236S+U
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236U
Butterfly Effect: Ame-no-Uzume
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4500→3500 Mid×1, All 7+7 3×15 48 -32 HKD 4 1-21 All
GBVS Narmaya 236236U.pngGBVS Narmaya 236236U Finish.png
GBVS Narmaya 236236U Hitbox1.pngGBVS Narmaya 236236U Hitbox2.pngGBVS Narmaya 236236U Hitbox3.pngGBVS Narmaya 236236U Hitbox4.pngGBVS Narmaya 236236U Hitbox5.pngGBVS Narmaya 236236U Hitbox6.png
Clash level: 35 (Technical) 30 (Easy)


Also has invincibility frames, and a long reach. Deals more damage if it hits at close range.

Navigation

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.