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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|
|Narmaya is a versatile character who switches between mid-range Dawnfly (Genji) stance and close-range Freeflutter (Kagura) stance.|
- There no close version of this normal.
- Standard jab. 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 no close version of this normal.
- Standard jab. Even on block and leads to autocombo at all ranges.
- Can be spaced to be plus, but difficult to use in pressure this way.
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.
- Slower and less advantageous than Kagura c.M, but can still be used during autocombo pressure.
- 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 presure tool.
- Combos from 2L from either stance.
- CH confirms into M buttons and Genji 5H on crouching CH.
Useful pressure tool for staggering and autocombo pressure. Worse frame advantage than Kagura 2M on block, but faster and better at catching jumpouts than Kagura 2M.
- Hits behind Narmaya, making it somewhat useful for catching cross-up attempts. It's also surprisingly good at stuffing Narmaya's own command dash.
- Hits twice and is relatively fast, but leads to lower damage combos than Kagura c.H.
One of Narmaya's main combo tools you'll see this be pulled out a lot during corner juggles. It does less damage than Kagura c.H but through use of transient can lead into the same combo routes.
- Combos into itself on CH.
- Extremely useful as a meaty tool.
- Fairly potent at catching jump-outs.
- Slightly slower than Genji c.H.
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.
Generic autocombo hits. Try to avoid using them in short combos into super, as that'll reduce the damage. 5L c.XX can sometimes be a frame trap, but the timing is tough.
- A fast, long-reaching poke, This is the main button you'll be using in neutral.
- It's useful when used in blockstrings after Kagura 2M.
- Surprisingly useful as an anti air against far jump attempts due to its angle and because Narmaya ducks when performing it.
- 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.
- Whiffs on crouchers at max range.
- One of your primary pokes in Kagura stance, but inferior to Genji f.M.
Your only real poke in Kagura. As a poke, it's worse than the Genji version in most aspects, and being so minus on block makes it awkward to use in pressure, but it is useful for counter hit confirms and punishes due to its range and speed.
The big brother of f.M. Slightly slower and slightly more range, but leaves you more open on whiff. You want to use it for whiff punishes in place of f.M for higher damage and hitstun, and because it is easier/possible to hit confirm it into command dash combos. The higher attack level and active frames also make it a good preemptive poke.
OK Pressure tool. You can just throw it out and hope it crushes your opponent's poke or mash. On hit, it's reasonably easy to confirm, on block it puts you in a good spacing.
Might as well be the exact same move in each stance, but the Genji version has slightly bigger range. Both versions are staple pressure tools due to their high frame advantage.
Has the exact same framedata as the Genji version but a little less range.
Slightly safer and shorter version of Genji f.M. Can low profile things and catches rolls.
Important pressure move that is plus on block, frametraps into itself against most characters and links into basically every normal you have on counter hit.
The weaker 2H. Does its job if your reactions are on point, but difficult to use against strong jump-ins.
The stronger 2H. Reliable and extremely good at stuffing cross-ups. The bane of anyone trying to jump out of your pressure.
Kind of stubby as far as sweeps go, but has great low profile properties and good active frames that tend to make it win against other pokes. Beware the high recovery on whiff when you use it in neutral.
More stubby, but faster and more disjointed version of Genji 2U. The one frame less of startup makes it usable in crouch confirms.
Pretty generic jumping light with infinite active frames. Use as air-to-air.
A straight upgrade over the Genji version, with better disjoint, a stronger air-to-air angle and being cancellable into her air special.
Generic down-angled jumping button that can hit cross-up. }}
Similar to the Genji version, but far worse at air-to-air. Cross-up jumpins are more powerful in Kagura, though, due to the cancel point into j.214H that can make this button plus from any height.
Good all-purpose jump-in that doesn't hit behind Narmaya despite what the animation suggests.
Exclusively used in safejumps and deep jump-ins. It hits very high above Narmaya, but that's not likely to come up often.
Jumping button with high horizontal range. Excellent when well spaced.
Useful all-purpose jumping button, usable both as air-to-air and as a jump in.
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. This can be used to switch stances in neutral by whiffing a light button, and pressing U during the whiff.
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.
Narmaya's forward throw gives her an auto-timed safejump in the corner (or midscreen, using Genji j.U) by holding up-forward directly after it finishes. The back throw has higher recovery, which doesn't allow you that luxury.
Generic air throw. Usable as a preemptive or reactive air-to-air. Air throw is allowed to side swap in this game, which makes it a more valuable option if you can gain the corner with it.
Universal overhead. An educational conditioning tool that teaches your opponent not to tech throws with the regular throw tech, especially close to the corner, unless they want to die. This makes your opponent more likely to try and mash out or jump out against your throw threats, which you can then abuse in other ways.
236X or 2/5S during Genji Stance
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 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 has a longer startup, and can be delayed. 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.
- 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. It can also be used as a buffer in whiff punishes. Using this up means you lose a key tool in the neutral for a time, so make sure it counts.
Absolute Horizon 
623X or 6S during Genji Stance
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 counter hit, you get a combo off it - this often happens against anti-antiairs like Percival jU.
214X or 4S during Genji Stance
A command dash forwards. 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 SA/SSA.
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 confirms off more buttons. The fastest cancel is 236L at 13 frames, but 236H can get the job done just as well, and with better reward.
You can combo into 214L[g]>236L/H[k] off H normals and the final autocombo hit. You can combo into 214H[g]>236L/H off M normals as well and get a combo off H normals at longer ranges, which makes it great for whiff punishes or hit confirms.
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.
236X or 2/5S during Kagura Stance
- L version hits once. The knockdown usually leads to basic oki. It is actually a useful poke in Kagura that can be difficult to deal with, and spaced to remain safe.
- M version hits twice for more damage and covers more ground. Should strictly be used if you know you have the hit, since it is almost always punishable on block.
- H version hits thrice and leads to a combo in the corner, or a safejump midscreen. It is safe against some characters, but f.L punishable by others. Narmaya will be far less threatening in pressure during Kagura stance if she does not have this cooldown.
623X or 6S during Kagura Stance
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 goes into the attack quickly. You can combo into it off close autocombos.
- M version stays in the stance for far longer, and has higher damage.
- H version also stays in the stance for a long time, has more hits and creates a hard knock down.
Crescent Moon 
214X or 4S during Kagura Stance
Not an overhead, but has more frame advantage if blocked crouching or cross-up. Has a built-in jump on startup.
- L version moves Narmaya forwards
- M version moves Narmaya farther than the L version
- H version has higher frame advantage, is significantly faster and can be steered to cover more distance if you hold 6 during startup.
Crescent Moon (Midair) 
j.214X or j.5S during Kagura Stance
Air special. 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, and like the ground version, it gets better when it hits as a cross-up. The L version in particular has a hitbox that is so huge and disjointed that, when properly timed, it stuffs most 2Hs in the game. In exchange, it bounces you back so you don't get oki, which at least makes you safe enough on block. The M version bounces you forward, but has a worse hitbox and is usually not plus. The H version is plus most of the time and allows for midscreen combos if it hits as a crossup.
- Values in  are for the Tiger Knee'd version
One Hundred Cloudscapes
236236H or 236S
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. 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
Invincible startup, with a far, far longer range than 236236H. Activates a cinematic that deals more damage and switches sides if it hits at close range. You can combo off a lot of different pokes or use it in close-to-corner juggles where nothing else would reach.
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