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.


"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.
Voice:English: Brianna Knickerbocker/Japanese: Mao Ichimichi
Playstyle
GBVS Narmaya Icon.png 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

Ground Normals

5L

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 300 Mid 6 3 9 -1 +3 -
Kagura 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.

c.M

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 650 Mid 7 3 14 -2 +2 -
Kagura 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.

c.H

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 450, 350 Mid 8 2, 3 23 -7 -3 -
Kagura 1100 Mid 9 6 15 -2 +2 -

  • Less damage than Kagura c.H, but faster.
  • Close anti-air, hits farther behind her than Genji 2H.
  • 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.


  • 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.

Auto Combo

f.M

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 600 Mid 9 4 17 -6 -2 -
Kagura 600 Mid 7 5 18 -3 +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 SSBA 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. Cancel into 214H or SSBA 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.

f.H

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 900 Mid 10 6 20 -9 -5 -
Kagura 1000 Mid 9 6 20 -9 -5 -

  • Powerful, but high recovery poke

The big brother of f.M. Slightly slower and slightly more range. 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, and leads to easier hit confirms into stronger combos. Try to not whiff it, it 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.

2L

2M

2H

2U

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 700 Low 9 6 20 -11 HKD -
Kagura 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.


  • 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.

Air Normals

j.M

j.H

j.U

Unique Action

Butterfly Effect

5U

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
- - - - - - - -

  • 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.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Setsuna GBVS Fireball.png GBVS SpecialProjectile.png

236X or 2/5S 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 1000→700 Mid→All 14 7 39 -12 -4 (KD when close) -
M 1000→700 Mid→All 32~70 7 21 +10 +14 -
H 1000→700 Mid→All 15 7 25 +2 HKD -

  • Long range projectile that beats projectiles, with high whiff recovery

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 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.


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

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. A very useful cooldown, but depending on the matchup you may hurt in neutral for not having the regular version off cooldown.

Absolute Horizon GBVS Parry.png

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 600, 400 Mid, All 9 2, 6 25+9 Landing -23 KD 1-10
M 800, 500 Mid, All 9 2, 6 31+9 Landing -27 KD 1-13
H 650, 250*3 Mid 9 2, 2, 2, 2 51+9 Landing -27 HKD 1-16

  • 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.

Transient GBVS Sprint.png

214X or 4S 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 - - - - - - - -
M - - - - - - - -
H - - - - - - - -

  • Command dash that cancels into other specials, main hit confirm tool

A forward command dash. The L version travels the smallest distance, while the M and H versions not only travel farther, but can cross up. All versions cancel into specials available in Kagura stance; doing so will keep you in that stance afterwards, unless you use Butterfly Effect during the special. You can also cancel into either super, SBA or SSBA.

L and M version have the same earliest cancel point, but M can cross up. 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.

When crossing up with the M and H versions, keep in mind that your followup input will be interpreted from the side before you crossed up. For example, to get Kyokasuigetsu after crossing up, you would technically input 214X.

Kyokasuigetsu GBVS Charge.png GBVS SpecialCharge.png

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 900 Mid 13 2 19 -6 KD -
M 600*2 Mid 16 2, 2 21 -8 KD -
H 400*3 Mid 15 2, 2, 6 19 -7 HKD -

  • Main combo ender, or close to corner combo starter
L Version
  • Hits once.

The knockdown usually leads to basic oki. The special itself is perhaps her best poke in Kagura, as it can be difficult to deal with, and spaced to remain safe.


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

Should be used in hit confirms only, since it is almost always punishable on block. Or rarely as a surprise at range.


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. Narmaya will be far less threatening in pressure during Kagura stance if she does not have this cooldown.

Mugenkagura GBVS Reversal.png

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 700, 400 Mid, All 20 2, 6 22+9 Landing -18 KD -
M 750, 600 Mid, All 42 2, 6 26+9 Landing -22 KD -
H 700, 250*3 Mid 20 2, 3, 2, 1 31+9 Landing -22 HKD -

  • 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 last resort anti-air, but a gamble as it is very weak to empty jumps, and not entirely reliable even if it does parry. Do take note that it freezes the opponent on parry, allowing it to hit safe jumps as well.


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.

Crescent Moon GBVS Leap.png

214X or 4S 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 1100 All 32 8 2+8 Landing -3 KD 9-41 Low Invul
M 1200 All 38 7 3+8 Landing -2 KD 9-47 Low Invul
H 1200 All 30 10 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
  • Slower.
  • 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.
  • Skips neutral if opponent focuses too much on the ground game.

Crescent Moon (Midair) GBVS Leap.png

j.214X or j.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 1000 All 5 7 - +6~[-4] KD -
M 1000 All - - - - KD -
H 1100 All 5 - - +9~[+1] 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

Skybound Art

One Hundred Cloudscapes

236236H or 236S

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
3500→1000 Mid 7+4 6 56 -43 HKD 1-9

  • 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. You will also only get the initial hit if you're too far for the full animation, especially when you use easy input.

Super Skybound Art

Butterfly Effect: Ame-no-Uzume

236236U or 236S+U

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
GBVS Narmaya Color 17.png
GBVS Narmaya Color 18.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
GBVS Narmaya Weapon 05.png
GBVS Narmaya Weapon 06.png
GBVS Narmaya Weapon 07.png


External References

Navigation

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