GBVS/Narmaya/Strategy

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 Narmaya


General Tactics

TK j214H - One of narmaya's strongest pressure tools since it leads to +2 OB and pulls you towards the opponent for representing great strike throw. The suggested input is 9 S+H since doing traditional TK input is inconsistent at best.

j214L - When used as a high air approach, will crush most non-dp antiairs unless they press extremely early. This is a strong tool for air approaching as a character with no other ways to stall or alter air approach

Blockstrings

As with most things in granblue, relying on canned blockstrings will only get you so far. It is best to adjust your timings to your opponent and try to steal space if your opponent is showing a lot of respect. These blockstrings are to establish your opponent's respect so that you can start getting creative.

  • g2L > g2L > k2M > gfM (bread and butter series of frametraps that has good re-dash points at any point, especially since genji 2L has good reach)
  • kcM > kcM > k2M > gfM (due to kcM having high attack level, being 0 onblock, and higher proximity than most other characters, this serves as a series of great frametraps. NOTE: bel can mash on kcM with his 2L due to it's high speed and not needing proximity)
  • (dash momentum) k2L2L > kcH (this is a blockstring that can be DP safe against most of the cast thanks to kcH being highly disjointed)

Okizeme

Midscreen Safejumps
  • forward throw - 29 superjump
  • 236236U cinematic techincal input - 8 or 9
Corner Safejumps
  • kagura 623H ender - (whiff) 2L > 9 > air option
  • genji 623H ender - (whiff) genji 5L~U > 9 > air option
  • forward throw - 9 > air option
  • 236236H - 5U ~ jumpcancel 9 > air option
Air Options
  • kagura jH as highest attack level, this whiffs against rolls and walk forward
  • kagura jM this will catch rolls and walk forward
    • cancel 214M whiffs but keeps you plus and still in their face for strong strike throw
    • cancel 214L true string that bounces you to kagura 2M range and still plus
  • throw loses to anything besides blocking
  • empty jump 2L loses to buttons but can add fake mix
  • low to ground j214L to catch fuzzy mashing, on CH this converts to 2M > 236H ~5K dmg combo depending on your cooldowns
Ground Options

these are alternative options opposed to doing "9 > air option" in any of the safe jumps.

  • [k]cH > cH - the first cH whiffs, and the second will hit meaty and plus. this is not safe to DPs. You can tell it is meaty if the block stun animation is on the ground isntead of in the air
  • [k]5U~[g]236M - this is unsafe and reactable to DPs but you will beat 5F mashes and be giga plus. gimmicky

Matchup Information

Matchup Chart

 Ferry ?:? Ferry does not have a good punish for L kyoka or H kyoka which enables you to freely use these buttons in neutral. This is most notably important when facing against her geegee set where you can dash kyoka her and start your offense. It's easiest to familiarize yourself with Ferry's icons and use these to navigate neutral and punish geegee sets accordingly. Basically, you want to roll her whip and dash kyoka her geegee set. It is worth noting that her 2H is air blockable so you can leverage this in neutral with a lot of empty jumps to force your way in, especially if her DP is on CD.


Besides this Narmaya approaches Ferry neutral similar to most other shotos. Once she's in though, she can take advantage of Ferry's defense. Notably, she has 6F as her fastest button, and her H DP is 11 frames. Also, her DP can be low profiled if spaced correctly with Narm's 2U (particulary genji)

 Gran ?:? TODO
 Lancelot ?:? TODO
 Percival ?:? TODO
 Katalina ?:? TODO
 Metera ?:? Metera has the second highest back-walk speed and you lack the tools to properly whiff punish her normals on reaction. This makes for a difficult MU to play traditional neutral in. Her hop also jumps over setsuna, gfM (but not kfM), fH, and the first 2 slashes of kyoka (but not the last slash of ex).


Fortunately, she has some serious weaknesses in the MU:

  • She cannot punish L or H kyoka
  • She has 6F cL as her fastest button
  • She lacks a DP, and her metered reversals are slow at 13 frames

Much of the MU is fishing for a hard knockdown which afterwards lets you run your exceptionally oppressive offense. One of the best ways to get this is by aiming to use dash kyoka on her attempting to set the butterflies. If you expect her to use this move, you can look at the icons and if you see the bomb icon go on CD you can dash kyoka accordingly. Outside of this, you are playing Metera's neutral game.

 Ladiva ?:? TODO
 Charlotta ?:? TODO
 Zeta ?:? TODO
 Vaseraga ?:? TODO
 Lowain ?:? TODO
 Beelzebub ?:? TODO
 Narmaya ?:? TODO
 Djeeta ?:? Your fM is bigger. Good luck soldier
 Soriz ?:? TODO
 Zooey ?:? TODO
 Belial ?:? Belial has some unique privileges in this MU which can make things difficult:
  • Bel 2L can punish L kyoka on block where most characters can not. This locks you out of using it freely in neutral, and forces you to be careful with your hitconfirms
  • Bel's 2L is a notoriously good mash button and can prevent you from doing strings like kcM > kcM that otherwise works in all other MUs
  • Narm's 2M in both stances have bad hitboxes for whiff punishing Bel's 2U, forcing you to punish with your own 2U or genji fH

Despite this, Narm has some unique tools for handling Bel:

  • Narm can roll through Bel's fH(1) cancel into fireball while many characters can not. This can set up big punishes and make him scared to cancel his fH. The RPS in blocking Bel fH is to choose whether you DP, roll, or wait based on how you think the Bel will cancel his fH(1)
  • Bel lacks a solid whiff punish tool for Narm's genji fM which allows you to have some control of neutral as long as you can enforce a spacing outside of his 2U range, and just at the tip of your fM
 Vira ?:? TODO
 Avatar Belial ?:? Abel shares Bel's 2L which shuts down some of your pressure strings, as well as makes L kyoka be very punishable on block. Abel does however have a different fH, which despite being very strong, is a much easier button to whiff punish for Narm. Abel also shares some trouble with dealing with Narm's fM when spaced correctly. Narm's genji jU is a very strong tool for calling out Abel's flight. You also have the additional option of using g214H to try and dash under an Abel that uses flight into any button besides L, but it's usually best to use universal options for Abel flight:
  • U (laser) - spotdodge
  • H (grab) - DP or jump
  • M (plus strike) - DP
  • L (goomba stomp) - DP if in range, otherwise take a bit of space

These options are fairly reactable if you spend some time familiarizing with his preemptive animations and the timing these come out.

Furthermore, you want to familiarize yourself with his 5U / 8U cancels during his rekka pressure. There is a fuzzy timing for pressing 2H when you see him disappear where you will get a 2H AA on 8U, but block the very punishable 5U frametrap.

 Cagliostro ?:? TODO
 Yuel ?:? TODO
 Seox ?:? TODO
 Eustace ?:? TODO
 Anre ?:? TODO

Further Resources

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