Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Overview

Overview

Narmaya is a stance-based character who switches between 2 different movesets based on the situation at hand. At mid-range, Genji (Dawnfly) stance lets her poke at a distance until she lands a hit; then she advances to close range,where her Kagura (Freeflutter) stance grants her a wide array of strong pressure tools. This makes her an unique blend of both strong neutral control and suffocating strike-throw pressure in a single character.

Mastering both stances takes time and dedication, but once accomplished, the blending of all her tools makes for a seemingly oppressive and uncounterable character.
Narmaya
Health
16000
Prejump
4F
Backdash
18F
Walk Speed
100%Raw Value: 8.4
Backwalk Speed
90.3%Raw Value: 5.6
Dash Initial Speed
114.8%Raw Value: 12.4
Dash Acceleration Speed
100%Raw Value: 0.540
Unique Movement Options
Transient

Narmaya is a stance character capable of swapping between two playstyles; the mid-range poking Genji (Dawnfly) stance, and the strike/throw rushdown Kagura (Freeflutter) stance.

Pros
Cons
  • High Effective Range: In Genji stance, Narmaya's normals have good range, and are all confirmable into a good, EX-less knockdown even midscreen. She also has multiple mid-range burst options to approach at a moment's notice.
  • Top-Class Pressure: In Kagura stance, Narmaya has a very strong 5L, one of the few + on block 2M leading to many excellent counterhit confirms, and one of the best throw baits in the game in TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.214H. Coupled with her excellent dash, 66L as a system option, and access to further plus frames, Narmaya has almost all the pressure tools a Granblue character could want.
  • Ground Mobility: Narmaya's dash is fast and has very high acceleration, allowing her to freely approach and threaten with throws, pressure resets and dash normals.
  • Swiss-Army Knife: Narmaya's two stances come packed with many different tools, with most being excellent in their class. This gives her options for nearly every situation.
  • Gimmicks: Narmaya has many sideswitches and surprise Ultimate skills to steal rounds with.
  • Weak to Zoning: Narmaya has difficulty dealing with fireballs and zoning at many ranges, has to play a higher-risk game to approach due to her slowish walk speed, and must approach to start her game - at least until she has access to her ultimate skills.
  • No Autopilot Allowed: All of Narmaya's rewarding confirms are difficult, and dropping them results in a full punish - this can make the character feel unstable. Most of Narmaya's specials feature long startup or recovery, making reads on her very rewarding for attentive opponents.
  • Corner Reliant: Even moreso than comparable characters, Narmaya heavily relies on cornering her opponent and never letting them go as her basic gameplan. Against characters that can push her back in neutral, or characters that can easily escape the corner, she has some issues.
  • Stance Management: Narmaya's stances have just as many weaknesses as they have strengths, being in the wrong stance at the wrong time can spell disaster for her.


Unique Mechanic: Butterfly Effect


In lieu of a 5U that functions as an attack, Narmaya's 5UGuardStartup2Recovery8Advantage instead is her ability to switch between her stances:

  • Genji (Dawnfly)
  • Kagura (Freeflutter)

Each of these stances gives Narmaya her own set of 3 cooldowns as well as an entirely different set of Normal Moves to work with. She will always start in Genji (Dawnfly) each round, but can change her stance while in neutral or during any move.

While the game and official English media will use their translated, English names (Dawnfly and Freeflutter), the dustloop and most of the playerbase refer to each stance by their Japanese Names (Genji and Kagura).

Normal Moves

  • The stances of each move are denoted by a [g] or [k], standing for Genji (Dawnfly) or Kagura (Freeflutter) respectively.
  • The linkings will not be listed here due to the enormous amount of possible links. See here for a list of all possible links.

Ground Normals

5L

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
5L[g]
600
Mid
6
3
7
+3
+7
5L[k]
600
Mid
5
3
6
+4
+8
5L[g]
Total:15
5L[k]
Total:13

5L is a key component of Narmaya's pressure and combo game, due to its high frame advantage.

This button is arguably the strongest 5L in the game, due to it having no far version and can always connect to Double/Triple attacks to advance, and its uniquely high range allows her to start 5L pressure after a blocked 66L.

5L[g] and 5L[k] have the same function. You should generally prefer 5L[k], which is altogether superior in its framedata and range. However, 5L[g] as a Genji stance normal can be cancelled into the plus on block 236U.

  • 5L[k]'s hitbox fully extends on frame 6
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
5L[g]
1
+9
5L[k]
1
+10


c.M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.M[g]
1100
Mid
6
3
14
-2
+2
c.M[k]
1100
Mid
6
3
12
±0
+4
c.M[g]
Total:22
c.M[k]
Total:20

c.M is mostly a combo and pressure filler. c.M[g] and c.M[k] mostly have the same function, with their most important difference being their cancel options. Use whichever stance's version leads to the special cancel needed.


c.M[g] is also Narmaya's best abareAn attack during the opponent's pressure, intended to interrupt it. button in Genji stance, as it has the same startup as c.L[g]GuardMidStartup6Recovery7Advantage+3 or 2LGuardLowStartup6Recovery10Advantage-2 while having a higher attack level.


c.M[k] is +0 on block, counter hit confirmable, and is better at catching jumps than 2M[k], giving it specific uses against characters that like to use TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. air options on defense.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.M[g]
2
+6
c.M[k]
2
+8


c.H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.H[g]
1000, 400
Mid
8
2,3
23
-7
-3
c.H[k]
1600
Mid
9
6
15
-2
+2
c.H[g]
Total:35
c.H[k]
Total:29

c.H[g] is common combo filler, an useful pressure option and a situational antiair.

It catches jumpouts well, is easily hitconfirmable or counterhit confirmable, and reaches high enough to catch jump escapes. It must be cancelled or followed with c.XX to stay safe. As an 8f option, c.H[g] is your general punish of choice in Genji stance, and a core part of most of Narmaya's combos.

c.H[g]'s second hit also is a servicable emergency antiair against enemies that try to cross Narmaya up.


c.H[k] is Narmaya's highest-damage regular normal and best 'regular' combo starter.

This normal has great counterhit reward - linking into itself for huge damage - but using it in pressure and having it be blocked commits you to being - on block, so it must be used wisely.

As a meaty, if c.H[k] is timed properly, it can be plus on block - if the hitstop shows the blade touching the ground, it is plus. The recovery also has some low profile frames.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.H[g]
4
-3
c.H[k]
4
+14


Triple Attack

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.XX
700
Mid
9
3
15
-3
+1
c.XXX
1000
Mid
12
3
18
-4
±0
c.XX6M
1000
Low
12
3
16
-4
KD +30
c.XX6H
1000
High
18
3
22
-4
+1 [Force Crouch]
c.XX
Total:26
c.XXX
Total:32
c.XX6M
Total:30
c.XX6H
Total:42

c.XX

  • Second hit of a Triple Attack.
  • c.XX[G] xx 236H[g]GuardAllStartup15Recovery18 [29]Advantage-2 is a frametrap.

c.XXX

  • Safe, uninteresting ender. No notable attributes.
  • c.XXX[G] xx 236H[g]GuardAllStartup15Recovery18 [29]Advantage-2 is a common gapless pressure string that leaves Narmaya -2 on block while maximizing pushback.

c.XX6M

  • Low Triple Attack ender.
  • Grants knockdown vs. grounded opponents.

c.XX6H

  • Overhead Triple Attack ender. Use sparingly to catch sleeping opponents.
  • Grants a stable soft knockdown off air juggles.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.XX
2
+5
c.XXX
3
+8
c.XX6M
3
HKD +55
c.XX6H
3
HKD +32


f.M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
f.M[g]
900
Mid
9
4
17
-6
-2
f.M[k]
900
Mid
7
5
15
-5
-1
f.M[g]
Total:29
f.M[k]
Total:26

f.M[g] is Narmaya's main low-commitment poke, and whiff punish of choice. Used in combination with 66M to keep opponents guessing between where her hitboxes will lie.

Can be confirmed off normal hit with 214H>236L.

Should enemies jump over f.M[g], Narmaya will usually recover in time to anti-air with 623H[g].


f.M[k] is a button with few, niche uses.

A relatively short but quick poke option for Narmaya in Kagura, although it is preferred to be in Genji stance for pokes.

f.M[k] is also Narmaya's longest range 7f normal and can antiair a few spaced jump-ins.

  • Hitbox fully extends on frame 9, but is likely to whiff against crouching opponents
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
f.M[g]
2
+2
f.M[k]
2
+3


f.H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
f.H[g]
1300
Mid
10
6
22
-11
-7
f.H[k]
1300
Mid
9
6
20
-9
-5
f.H[g]
Total:37
f.H[k]
Total:34

f.H[g] is one of Narmaya's defining neutral buttons, boasting high range and one-hit-confirm ability at the cost of high recovery.

This is the big brother of f.M[g]. It is slightly slower, has slightly more range, and can reliably be single hit confirmed into a combo on any hit, due to its high attack level.

Due to its extended recovery, f.H[g] should not be whiffed, as it leaves you open to jump-ins, whiff punishes or errant dash attacks.


f.H[k] is a situational counterpoke and pressure tool.

This button is essentially an highly active wall of hitbox that excels at crushing weaker pokes, approaches or mashes. Unfortunately, its long recovery, and being part of a stance that you do not play neutral in, make f.H[k] somewhat difficult to use.

Similar to f.H[g], it can be one-hit-confirmed relatively easily.

  • Hitbox fully extends on frame 12
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
f.H[g]
3
+1
f.H[k]
3
+3


2L

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2L[g]
400
Low
6
3
10
-2
+2
2L[k]
400
Low
6
3
10
-2
+2
2L[g]
Total:18
2L[k]
Total:18

2L is your main low in pressure that chains into other lights.

As it is negative on block, you will typically chain it into 5L when used in pressure.

2L[g] and 2L[k] are functionally identical, with the main difference being 2L[g] having slightly more range.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2L[g]
0
+4
2L[k]
0
+4


2M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2M[g]
900
Mid
8
4
14
-3
+1
2M[k]
900
Mid
7
3
11
+1
+5
2M[g]
Total:25
2M[k]
Total:20

2M[g] is Narmaya's defensive poke of choice.

This is a secondary poke to f.M[g], with shorter range and recovery in comparison. It is also Narmaya's only poke that catches rolls and has no large extended hurtbox. Use with caution, as if the crouching recovery is punished by a 66L, opponents will typically be able to get a combo.

At 8f, 2M[g] is also Narmaya's fastest poke, as Narmaya lacks a 7f poke or a traditional 6f f.L. This makes it a vital combo tool, and confirm/pressure tool to keep 2M[k] pressure tight at further ranges.

Finally, 2M[g] is better at whiff punishing low-hitting attacks than f.M[g] is.


2M[k] is a core option of Narmaya's pressure, due to its +1 frame advantage on block, and generous counter hit confirms.

2M[k] is one of the few M attacks in this game that is positive on block, which is a great privilege. It frametraps into itself up to 3 times, can be linked into and out of 5L[k], counterhit confirms into itself (or any other 9f or faster normal, including 66L) and leads to pain at any range on counter hit. Even after pushing yourself out of 2M[k] range, you can still keep frametrapping using a Genji poke such as 2M[g], leading to the same high damage confirms if your hit confirm game is good enough.

If you wisely use this move together with 66L to keep resetting pressure and dispensing plus frames, you will have your opponent tearing their hair out.

  • Hitbox fully extends on frame 8
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2M[g]
2
+5
2M[k]
2
+9


2H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2H[g]
1300
Mid
11
5
23
-11
-7
2H[k]
1300
Mid
11
8
22
-13
-9
2H[g]
Total:38
2H[k]
Total:40

2H[g] is Narmaya's antiair typically available to her in neutral.

This is an antiair you use when you're sure that your opponent will jump, or primarily looking out for jump-ins. 623H[g] is more reliable as a 'panic' antiair in more scrambly situations, but 2H[g] has much more reward in comparison.


2H[k] is Narmaya's antiair typically available to her in pressure.

This antiair is a problem (for your opponent). It is reliable, highly active and extremely good at stuffing cross-ups. It is the bane of anyone trying to jump out of your pressure.

Narmaya only has a parry in Kagura stance, so she doesn't have a 'real' fallback antiair in scramble situations, but the reward of 2H[k] should balance this out.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2H[g]
3
+1
2H[k]
3
-1


2U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2U[g]
1000
Low
9
6
20
-11
HKD +44
2U[k]
1000
Low
7
6
21
-12
HKD +43
2U[g]
Total:34
2U[k]
Total:33

2U[g] is an option to snipe enemies walking back during pressure.

As a long range low snipe, this button is mostly superseded by 66M. It can be made safe, however, and is effective at shorter ranges. 2U[g] also has low profile properties, which also make it a serviceable counterpoke or answer. For example, it reliably low profiles standard fireballs.


2U[k] is mostly seen as a hard knockdown ender and confirm piece.

This is your common resourceless ender for corner combos ending in a 236U[g] restand, granting you a hard knockdown and a safejump off it simply by immediately jumping up-forward after the move recovers. As it is very difficult to make safe, using it in pressure carries risk.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2U[g]
2
HKD +48
2U[k]
2
HKD +47


Dash Normals

66L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
8
3
10 [15]
+2
+6
(Note)Frames in purple denote extra recovery on whiff.
Total:25

66L is Narmaya's primary approach, pressure reset, meaty, means of taking back her turn, a strong neutral tool, and a fine whiff punish against crouching attacks. It also does your taxes.

Use and abuse. This move is an universal menace in GBVSR, and Narmaya's version is no exception.

In neutral, if Narmaya's opponent doesn't actively cover the ground, 66L allows Narmaya to close the distance in an instant and start her pressure. This will force her opponent to shift gears. They can wall using their own pokes; this is Narmaya's chance to slow down the game herself and shift to whiff punishing using f.M[g] or f.H[g]. Other adaptations can be similarily punished.

In pressure, 66L is an always-threatening pressure reset. If her opponent keeps blocking, Narmaya can keep going for 66L and keep pumping out plusframes afterwards with 5L and 2M[k] - in fact (66L 2M[k]) xN can be infinitely repeated without Narmaya ever pushing herself out, and counterhit confirms on either of the two hits. As 66L effectively has 9f startup, her opponent must commit to an 8f or faster normal - or a reversal - after 2M[k] to stop her, but has to do so instantly after the +1 2M[k], leaving them wide open to frametraps.

Not to mention that due to Narmaya's fast run she could sooner or later just run in and force a strike/throw situation, which in the corner is very threatening due to Narmaya's strong throw baits in TK j214H[k] or TK j214U[k].

Do take note that due to Narmaya's lack of a traditional f.L, she needs to hit 66L deep to get good reward. Fortunately, Narmaya runs fast and has no problems getting deep 66L hits.

2M[k] and 2M[g] connect as a counterhit confirm, from any range.

66L has identical properties and animation in both Genji and Kagura.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8
  • Data in [] denotes on whiff.
  • Clash Level 1
  • Narmaya cannot dash for 4 frames after recovery ends.


66M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
Low
12
4
21
-8
KD +24
Total:36

66M is a very strong approach option against retreating opponents.

This button has long range for a 66M, and is basically unpunishable when spaced out. Couple that with Narmaya's very fast dash, and you get a tool that you can just throw out every time the opponent tries to walk back out of the range of your 66L or f.H[g] - in particular, it makes for a strong roundstart option, but is just generally very good at either stopping your opponent's movement, or knocking them down when they do try to move around.

66M has identical properties and animation in both Genji and Kagura.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
HKD +49


66H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
66H[g]
1200
Mid
20
3
20
-4
KD +41
8-19 Low Crush
66H[k]
1200
Mid
15
4
23
-8
+10 [Force Crouch]
66H[g]
Total:42
66H[k]
Total:41

66H[g] is a long-range situational low-crushing neutral option, which must be well spaced to be of any use.

Combo only on counter hit or in the corner. Slow, but always safe on block due to high pushback, and has very long range.

The low crush is worse than it looks - 66H[g] reliably beats 2Ms and 2Us near its tip range, but cannot be used well up close - and is also considered fully grounded and throwable for its entire animation. Still, this makes 66H[g] useful for aggressively calling out attempts to keep Narmaya out with normals, especially if those normals happen to be lows.


66H[k] is strictly a punish and combo tool.

As a starter, it grants a damaging combo on normal hit or counter hit. On CH, Narmaya can even link 236U[k]

It can also be used to extend juggles - mostly after a 236H[g] wallbounce to preserve cooldowns at the cost of a little bit of damage.

66H[k] is impossible to make safe on block and can easily be stuffed by other pokes. There is little reason to use it in neutral over her other options - though the mental damage may merit consideration.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
66H[g]
4
KD +45
66H[k]
4
+14 [Force Crouch]


Air Normals

j.L

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.L[g]
600
High/Air
5
Until L
1
j.L[k]
600
High/Air
5
Until L
1
j.L[g]
Total:5
j.L[k]
Total:5

j.L[g] is a fast jumping light with infinite active frames, but no other noteworthy properties.

It is mostly used as an emergency jump-back air-to-air, to keep her opponent grounded against air stalls or crossup jumps, for example.


j.L[k] is also a fast jumping light with infinite active frames.

It is used for similar purposes as j.L[g], but as it is special cancellable into j.214H[k], it has far higher reward and sees more use.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.L[g]
1
j.L[k]
1


j.M

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.M[g]
700
High/Air
6
6
Until L+1
j.M[k]
700
High/Air
7
8
Until L+1
j.M[g]
Total:12
j.M[k]
Total:15

j.M[g] is a jump-in that can theoretically cross up.

This is Narmaya's Genji air normal with the longest downward range, giving it uses as a jump-in.

The cross up hitbox is small and needs to be timed and spaced precisely to hit. As she has no other cross-up jump normals in Genji, this is still your best shot.


j.M[k] is a dedicated and highly threatening cross-up jumpin.

The Kagura version is the opposite of the Genji version - it has a large crossup hitbox but nearly no forward range.

Cancelling into j.214H make this button plus from any height, and yields a strong conversion from crossup jumpins.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.M[g]
1
j.M[k]
1


j.H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.H[g]
1000
High/Air
9
6
Until L+1
j.H[k]
1000
High/Air
9
9
Until L+1
j.H[g]
Total:15
j.H[k]
Total:18

j.H[g] is an all-purpose air normal with good range.

All-purpose jump-in with great horizontal range, but also solid downward range. Generally your go-to option in the air.

It doesn't hit behind Narmaya, despite what the animation suggests.


j.H[k] is a jump-in normal.

Exclusively used in safejumps and deep jump-ins. Hits very high above Narmaya, but is a bit too slow to do so well; j.U[k] is better at covering that angle.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.H[g]
2
j.H[k]
2

j.U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.U[g]
1000
High/Air
10
6
Until L+1
j.U[k]
1000
High/Air
7
6
Until L+1
j.U[g]
Total:16
j.U[k]
Total:13

j.U[g] with its excellent range is a spaced jump-in tool and air-to-air tool.

Jumping button with high horizontal range. Generally a strong option. Excellent when well spaced, but can be low profiled, or beat with far-range antiairs.

j.U[g] is hard coded to whiff on crouchers.


j.U[k] is an all-purpose air button with extended air-to-air hitstun.

Useful all-purpose jumping button. It doesn't have much horizontal range, but it is usable both as air-to-air and as a jump in.

On hit, the opponent is popped up in the air. On counter hit, this confirms into 214M, allowing for a combo, making j.U[k] an useful rising air-to-air especially against airstall options.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.U[g]
2
j.U[k]
2


Unique Action

Butterfly Effect

5U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2
8
Total:10

Narmaya's 5U can be canceled into from any action in either stance, even the air.


5U is Narmaya's dedicated stance-change button. When pressed, she changes from Genji (Dawnfly) stance to Kagura (Freeflutter) stance or vice-versa, changing her normals and special moves.

When used in neutral, Narmaya draws or sheathes her sword. The animation looks lengthy, but can be canceled by nearly any other option (see Additional data below), so 5U is Narmaya's safest way to change stances in neutral.

When used while Narmaya is executing another move, Narmaya will instantly switch stances as soon as she recovers to neutral. This incurs no extra recovery whatsoever. Mastering this is a core part of her corner combos and her pressure. 5U can be used during any move, with the following exceptions: Raging Strike, Raging Chain, Skybound Art, and Super Skybound Art.

If swapping to Kagura stance, a blue butterfly will be shown, and if swapping to Genji stance, a pink butterfly will be shown.

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
  • Punish state for entire duration.
  • Stance changes on frame 3.
  • Cancelable into jump or any move frame 6-10.
  • Can immediately go into block or dash after animation ends.


Universal Mechanics

Ground Throw

L+U or L+M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Throw
4
3
29
HKD +44
Total:35

Ground throw is your primary mixup option, and 4f abare/punish in this game. Putting the fear of throw in your opponent's heart, then cleanly punishing their throw tech attempt for high damage, is a core tenet of Narmaya's pressure.

Narmaya's throws give her an auto-timed safejump in the corner by holding up-forward directly after it finishes, or even midscreen with an instant super jump, but be aware that the latter is harder to execute and has no room for error.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0,4


Air Throw

j.L+U or j.L+M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Airthrow
5
5
Until L+5
HKD ≈+46
Total:14

Air throw is an air-to-air when anticipating an air stall.

Usable as a preemptive or reactive air-to-air, and grants a hard knockdown. 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0,4


Raging Strike

M+H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500
Guard Crush 45 [52]
28 (1)
1
37
+8 [+15]
+15 (KD +40)
Total:65

Costs 1 Bravery PointClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun


Raging Strike is a hitconfirm/combo extension tool, and rewarding reaction check during pressure.

Remember that Raging Strike can be spot dodged (4G) on reaction, if your opponent is aware, and can always be punished.

As Raging Strike when cancelled into on-hit has 1f startup, it is the easiest hitconfirm in the game (though devastating if missed), and will connect up to about the tip range of 2M[g]

As soon as your opponent has 1 bravery point or less, they have no safety net against Raging Strike anymore - if they do not react to it, they take very high damage. You should sometimes use Raging Strike to keep your opponent very mindful of the option being on the table, which will allow you to get away with other offensive options more easily.

  • You cannot switch stances during Raging Strike.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
+15
  • Data in [] denotes to the advantage when opponent has no Bravery Points left
  • Data in () denotes to when move is used mid-combo


Raging Chain

M+H after successful Raging Strike

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Mid
13
5
17
+15 (HKD +63)
Total:34

Costs 25% Skybound GaugeClick for more information on Raging Chain
Guaranteed follow-up after a Raging Strike hits or against a foe in Guard Crush • Moves close enough for c.H[k]GuardMidStartup9Recovery15Advantage-2 to link


Raging Chain is a midscreen combo extension and stabilization tool.

The option you can do after MH will be limited as you are not allowed to switch stance during Raging Chain. If it is a ground hit you will always have time to link into c.H[k] even in Genji, but for airborne hits you will have to use c.H for that version you are in before.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
-2500
  • Data in () denotes when used mid-combo.


Brave Counter

M+H during Blockstun or Guard Crush

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
500
Mid
10 [18]
3 [2]
19 [35]
-2
Air Tech +21 [±0]
1-20 All [1-54 All]
M+H(During Blockstun)
Total:31
M+H(During Raging Strike)
Total:54

Costs 1 Bravery PointRequires being in blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.Click for more information on Brave Counter
Universal guard cancelAn attack which can be performed while the user is in blockstun. • Deals no damage when opponent has less than 500 health • Uses Narmaya's c.M[g]GuardMidStartup6Recovery14Advantage-2 animation


Brave Counter is a very strong but expensive guard cancel.

As Brave Counter is extremely fast, invulnerable, very positive on block and can only be hard-baited by Spotdodge or reversals, you can always use it to take back your turn - as long as you feel comfortable spending the BP.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +54 [HKD +43]
  • Data in [] denotes to countering a Raging Strike
  • Clash level 50


Special Moves

Setsuna

236L/M/H or 5S/S+M/S+H or 2S/S+H during Genji Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
236L[g]
900
All
14
7
28 [35]
-8
Air Tech +18
236M[g]
1500
All
32~58
7
10 [21]
+10
+19 [Force Crouch]
236H[g]
1300
All
15
7
18 [29]
-2
KD +37
214L[g]
Total:55
214M[g]
Total:59
214M[g](Max)
Total:85
214H[g]
Total:50
(NoteFrames with Yellow Underline denote extra recovery on whiff.)

Also referred to as her projectile/fireball. Despite the naming convention, Setsuna isn't a projectile at all, it is a strike attack with a clash level of 0 and projectile durability of 1, giving the move its unique properties.

Narmaya does a far-reaching horizontal slash forwards. All versions, including the H version, will clash with single hit P1 projectiles.

It has extended recovery on whiff or clash with certain strike attacks (i.e Beatrix's ThunderbirdGuardMid, All×2Startup10Recovery21Advantage+4), so when read with a roll or a jump, Narmaya will eat a punish. Extended recovery values are listed within the [] brackets.


236L is a swift, nearly unreactable and long-ranged slash.

236L is legitimately good at forcing your opponent into explicit and riskier counterplay, but should be used cautiously, as its risk-reward is very skewed against Narmaya due to the extremely long recovery. Narmaya does get a decent amount of plus frames on hit, which can be a solid confirm if you are wanting to keep the 236H available for combos. You can use 236L to safely end pressure while keeping your 236H stock, although an opponent making a well timed prediction will end up punishing you.

Therefore, overusing 236L should be avoided at all costs.


236M has a longer and controllable startup, is very plus on block, and gives a massive crumple to opponents unfortunate enough to get counterhit by it. Its high frame advantage comes with a similarly high risk, as any fast and far-reaching skill can easily punish it due to its long startup. This version should only be used when your opponent is conditioned to not use those skills - that's where 236L should come into play.

There is a flash and audio cue 6 frames before 236M becomes active. This can be feinted by quickly releasing and holding M within that 6-frame window. Past that window, 236M will immediately go into its active frames when you release M again.

Against preemptive opponents, 236M's base startup is autotimed to punish any crossover attempt after any blocked normal. Against reactive opponents, the feint can be used to bait a reaction.

Be aware that 236M is a gimmick and that overuse can be punished, badly.


236H is a cornerstone of our combos and a very good hitconfirm tool, as its knockdown gives plenty of time to close the gap between you and your opponent, and the ability to always wallbounce unlocks a plethora of confirms that would otherwise not be available.

Since it is -2 on block, it is a safe, albeit more expensive way to end pressure in Genji stance. However, it is a valuable frame trap that will lead to a devastating combo if your opponent is near the corner.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236L[g]
2
KD +34
20F starting 3F
236M[g]
2
HKD +95
20F starting 3F
236H[g]
2
KD +41
420F starting 3F

236L[g]

  • Data in [] denotes on whiff.
  • All versions of Setsuna are progressive, each hitbox and its related active frames will only occur if the previous hitbox did not connect. Upon the first hitbox to reach the opponent, the active frames will end, meaning this move can be between 4~7 active frames.
  • Clash Level 0
  • Projectile Durability 1

236M[g]

  • Crumple frames on hit: 35F standing after contact, 23F crouching after standing.
  • Clash Level 0
  • Projectile Durability 1

236H[g]

  • Wallbounces at all ranges
  • Clash Level 0
  • Projectile Durability 1


Absolute Horizon

623L/M/H or 6S/S+M/S+H during Genji Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
623L[g]
600, 400
All
6
2(2)6
27
-16
KD +31
623M[g]
700, 400
Mid, All
9
2(2)6
40
-27
Air Tech +15
1-15 All
623H[g]
600, 300×3
Mid
11
2(2)2×3
44
-27
KD +31
1-20 All
623L[g]
Total:42
623M[g]
Total:58
623H[g]
Total:64

Also referred to as her "True DP".

623X is Narmaya's reversal and your staple fallback anti-air in Genji if you have no time for 2H, or no confidence it'll win.


623L is an alternative anti-air that is faster and slightly riskier. It is not air unblockable and can be punished if blocked.

It covers roughly the same horizontal range of 2H[g] but has higher vertical hitbox.

623L is also a combo ender when you want to save the charge of 623X, and serves as a combo tool after a 2H, as it is untechable until the ground.


623M is your staple reversal. It is only air unblockable on the first 2 active frames.

This is the fastest meterless reversal option for Narmaya.


623H is your reversal and common combo ender. It is entirely air unblockable.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
623L[g]
KD +31
20F starting 3F
623M[g]
Air Tech +15
240F starting 3F
623H[g]
KD +31
600F starting 3F


Transient

214L/M/H or 4S/S+M/S+H during Genji Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214L[g]
34
5
214M[g]
40 [21]
5 [10]
[1-13 Passthrough]
214H[g]
23~31
5
214L[g]
Total:39
214M[g]
Total:45
214M[g](Crossup)
Total:31
214H[g]
Total:28
214H[g](Max)
Total:36
(NoteFrames with Yellow Underline denote Kagura Special Cancel windows.
Frames in grey on 214M[g] denote range outside of the crossup activation.
)

Commonly referred to as Dash or Command Dash by the community.

A forward command dash. All versions can be canceled into Kagura stance specials (but not their Ultimate versions), 236236H or 236236U. Canceling into Kagura specials will also switch your stance to Kagura automatically.

None of the dashes have invulnerability.


214L is a basic command dash. As its advantage is fixed, you always want to cancel it into one of the Kagura specials.

For confirms, you will usually confirm into 236M[k] midscreen for good pressure, or 236H[k] for Narmaya's full, high damage corner combo. Use 236L[k] to keep yourself safe if you aren't sure whether the confirm was correct. 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 - but be aware that, if your opponent is aware, they can react with a 2H for however much damage they get out of a counterhit antiair.


214M is a mix option for crossups.

214M can cross behind the opponent and cancelling into specials from that side switch hits as a crossup - this adds even more layers to the gimmick pie. Keep in mind that your followup input will be interpreted from the side before you crossed up. For example, to get 236X after crossing up, you would technically input 214X. While switching sides when cornered into a 236H[k] can be very rewarding, keep in mind that any side switch mixup in this game can be foiled by the block button.


214H 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.

214H also recovers quickly enough to go for an empty command dash into a throw if you want to be cheeky.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214L[g]
20F starting 3F
214M[g]
20F starting 3F
214H[g]
420F starting 3F

214L[g]

  • Kagura special cancelable frames 13-34.

214M[g]

  • Data in [] denotes to the cross-up animation.
  • Kagura special cancelable frames 13-40 [1-21].
  • Cross-up possible frames 13-33.

214H[g]

  • Kagura special cancelable frames 10-23~31 depending on distance.


Kyokasuigetsu

236L/M/H or 5S/S+M/S+H or 2S/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
236L[k]
900
Mid
13 [6]
2
19
-5
Air Tech +17
236M[k]
600×2
Mid
16 [8]
2(9)2
21
-8
KD +29
236H[k]
400×3
Mid
15 [7]
2(9)2(9)6
21
-8
KD +39
214L[k]
Total:33
214M[k]
Total:49
214H[k]
Total:62
(NoteFrames with Yellow Underline denote unused startup when canceled from Transient.)

Commonly referred to as "Slashes" or "Kyoka" by the community.

236X[k] is a main combo ender, or close to corner combo starter. The startup is reduced when canceled into from a 214X command dash, in which its numbers are listed in the brackets [].


236L is a safer poke or spaced approach that air techs on hit. Despite it is safer, charging in poink-blank will results in a punish by 5L or throw.

On hit, it now air resets, with enough time to dash up with a meaty 5L.


236M is your hit confirm and combo ender of choice. Good damage, and good knockdown that leaves more than enough time to run in with any meaty - particularly 66L - or throw you want.

Do not use on block as it is unsafe.


236H leads to a combo in the corner with pickup possible with 7f options or faster.

Narmaya's main corner combo starter and a vital cooldown. Use should be primarily limited to situations where it's needed for combo, as it does the same damage as the M version with slightly better corner carry.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236L[k]
2
KD +33
20F starting 3F
236M[k]
2
KD +31
20F starting 3F
236H[k]
4
KD +40
420F starting 3F

236L[k]

  • Data in [] denotes when cancelled into from Transient.

236M[k]

  • Data in [] denotes when cancelled into from Transient.

236H[k]

  • Data in [] denotes when cancelled into from Transient.


Mugenkagura

623L/M/H or 6S/S+M/S+H during Kagura Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
623L[k]
600, 400
Mid, All
6
4,6
27
-14
KD +30
623M[k]
700, 400
Mid, All
20 [6]
4,6
35
-22
Air Tech +15
1-14 Parry High [1-15 All]
623H[k]
600, 300×3
Mid
20 [6]
4,3,2,1
40
-22
KD +29
1-14 Parry High [1-15 All]
623L[k]
Total:42
623M[k]
Total:64
623H[k]
Total:69
Catch
Total:55
(NoteFrames with Yellow Underline denote parry window.)

Commonly referred to as her Parry or 2nd DP.

Parry that catches overheads and mids, including projectiles. Follows up with a counter slash after parrying an attack, or after some time passes. As it freezes the opponent on parry, it will win against safe jumps and cannot be option selected.


623L is not a parry but now starts in 6 frames and is untechable until the ground. This makes it a good combo tool in certain situations, for example after a 2H[g] follow-up.


623M is a meterless parry.

It is usable as a reaction to slow specials or a last resort anti-air. It will loses to empty jumps or a 2L mixup.


623H is a meterless EX parry.

Can be used similarily to 623M for more reward. Mostly seen as a combo tool after a c.H[k].
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
623L[k]
KD +30
20F starting 3F
623M[k]
Air Tech +15
240F starting 3F
623H[k]
KD +29
600F starting 3F

623M[k]

  • Data in [] denotes after Catch.
  • Opponent cannot move during catch startup and are also unable to cancel into Dodge.

623H[k]

  • Data in [] denotes after Catch.
  • Opponent cannot move during catch startup and are also unable to cancel into Dodge.


Crescent Moon

214L/M/H or 4S/S+M/S+H during Kagura Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214L[k]
1100
All
27 [23]
8
9
-2
KD +17
214M[k]
1200
All
38 [34]
7
9
-1
+3
214H[k]
1600
All
32 [28]
8
7
+2
+6
214L[k]
Total:43
214M[k]
Total:53
214H[k]
Total:46
(NoteFrames with Yellow Underline denote unused startup when canceled from Transient.)

Commonly referred to as "Flip" by the community.

214X is not an overhead, but has more frame advantage if blocked crouching or at a distance, as it hits late. Has a built-in jump on startup, so it crushes most grounded buttons, and has high reward on hit, but is risky as a waiting opponent can anti-air Narmaya out of the flip.


214L is the fastest option that flips forward a short distance. It will never cross up.

Can be plus when spaced at the very tip of its range.


214M is the slowest option that flips forward for a longer distance, crosses up at close range. Can link into c.MMM for a full combo on a successful cross-up.

It can be easily positioned plus when spaced as a deep cross-up.


214H is the second fastest option and is always plus. This move can be steered by holding forward 6 before the jump, to follow the M versions trajectory instead of the L version's.

Functions as a faster jump-in, effective at midrange against opponents that focus on the ground game and difficult to anti-air without a DP. Links into c.MMM on any hit (f.M at maximum range), or c.HHH on cross-up.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214L[k]
2
KD +21
20F starting 3F
214M[k]
2
+7
20F starting 3F
214H[k]
3
+8
420F starting 3F

214L[k]

  • Data in [] denotes when cancelled into from Transient.
  • Airborne 9-40.

214M[k]

  • Data in [] denotes when cancelled into from Transient.
  • Airborne 9-46.

214H[k]

  • Data in [] denotes when cancelled into from Transient.
  • Airborne 9-40
  • Trajectory change possible frame 1-8


Crescent Moon (Midair)

j.214L/M/H or j.S/S+M/S+H during Kagura Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.214L[k]
1000
All
5
7
Until L+4 [L+7]
-3
KD +27
j.214M[k]
1000
All
5
7
Until L+13
-15
KD +36
j.214H[k]
1500
All
5
3
Until L+1 [L+7]
+2
KD +40
j.214L[k]
Total:18
j.214M[k]
Total:24
j.214H[k]
Total:14
(NoteFrames with Yellow Underline denote extra recovery on whiff.)

j.214X is a vital pressure tool and combo extender, and can also function as an anti-anti-air.


j.214L bounces backward when on hit or blocked and returns to neutral regardless. It has the largest front and downward hitbox of all versions, making it a passable jumpin and TK frametrap, but wiht little reward.

This version is -3 when TKed, but can be up to +6 when done at the latest possible point.

Frame trap after 5L[k] will win against anything 7f or worse and throws, but loses against most 5f/6f buttons due to its low clash level. If evaded you are done for.

Only comboable on deep crossup counterhits.


j.214M slightly moves forward when on hit or blocked. It's hitbox is better at hitting in behind, so TKing this move will lead to you being punished.

This version is -6 when TKed, but can be up to +6 if done at latest possible point.


j.214H also slightly moves forward when on hit or blocked.

TK j.214H[k] is one of Narmaya's strongest pressure options and arguably the best throw crush in the game - it is very fast, frametraps, is single hit confirmable, +2 on block and leads to a full combo in the corner. It is recommended to use simple inputs for inputting TK j.214H[k].

When done at the latest possible point, it can be +9.

Combos into f.M[g] even hitting on front, if you hit it low enough. At TK height, you need a counterhit or the corner to extend.

The TK frame trap after 5L[k] will win against anything 7f or worse and throws, but trades or loses against most 5f/6f buttons due to its low clash level.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.214L[k]
3
KD +31
20F starting 3F
j.214M[k]
KD +40
20F starting 3F
j.214H[k]
KD +44
420F starting 3F

j.214L[k]

  • Data in [] denotes on whiff.
  • Advantages assume input was done IASInstant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    .

j.214M[k]

  • Advantages assume input was done IASInstant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    .

j.214H[k]

  • Data in [] denotes on whiff.
  • Advantages assume input was done IASInstant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    .


Ultimate Skills

Ultimate Setsuna

236U or 5S+U or 2S+U during Genji Stance

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900, 80×5, 700 (900, 80×5, 500)
All
14
4
16 [18]
+4
HKD +60
(Note)Frames with Yellow Underline denote extra recovery on whiff.
Total:35

236U[g] is an exceptional and versatile U skill, for combos, pressure and neutral.

In combos, 236U[g] restands - even on air hit. This allows for midscreen extensions, or corner extensions by finishing a juggle combo with a ground string for either more damage or a 2U hard knockdown into a safejump. It is also a very potent combo starter in a similar way to Katalina's Ultimate Frozen BladeGuardAllStartup16Recovery17Advantage+2.

In pressure, 236U[g] is +4 on block and can be used even when 236H[g]is on cooldown, for some truly extended pressure strings. It is also trivial to option select hit or block.

In neutral, 236U[g] has far longer range than her other Setsunas, pierces any P1 projectiles and grants a hard knockdown at range. It is one of Narmaya's many ways to brute force her way in for 50% SBA gauge.

Do note this move does not actually function like a projectile, as it will clash with Attack Level 0 Strikes.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
HKD +60
180F starting 3F
-5000
  • Data in [] denotes on whiff.
  • Data in () denotes far version.
  • Crumple frames on hit: 66F standing after contact, 24F crouching after standing.
  • Clash Level 0
  • Projectile Durability 2


Ultimate Absolute Horizon

623U or 6S+U during Genji Stance

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600, 100×6, 800
Mid
8
2(2)1×6(6)3 [1(1)1×3(3)2]
28 [27]
-21
HKD +44
1-17 All
623U[g](Connect)
Total:54
623U[g](Whiff)
Total:44

623U[g] is a fast reversal that beats safejabs.

Finishes with a spike downwards, the hard knockdown leaving the opponent close to Narmaya, so she can safejump by immediately jumping; no timing needed.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +44
300F starting 3F
-5000
  • If last hit is blocked, advantage is -12.


Ultimate Transient

214U or 4S+U during Genji Stance

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2000, 200×6
All
17
1
37
-4
HKD +44
Full 14-18
Total:54

214U[g] is a high damage ender or risky long range punish option. In midscreen this allows for a safejump that even beats U DPs with [k] j.H. In the corner, threatens an ambiguous crossup with microwalk jump [k] j.M or just jump [k] j.M.

This move can be thrown, and is death if it whiffs due to massive total duration, but is completely safe on block.

This move is a collision check on frame 18, there is no active hitbox. The total duration of the move is 55 frames if whiffed.

Unlike other versions of 214X, she cannot cancel it into other specials.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +44
180F starting 3F
-5000
  • Travels a set distance. This move is collision based, there is no traditional hitbox.
  • Will sideswap even in the corner.
  • Can hit airborne foes that are barely off the ground.


Ultimate Kyokasuigetsu

236U or 5S+U or 2S+U during Kagura Stance

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
700×2, 600×2
Mid
13
3(9)1(9)3×2 [2(5)2]
22 [24]
-6
HKD +61
236U[k](Connect)
Total:62
236U[k](Whiff)
Total:45

236U[k] is a situational combo tool.

It allows for combos anywhere on the screen due to its shallow upwards launch angle - but midscreen, only 2M[g] > 236L/U connects afterwards. Near the corner, 236U[k] gets far more potent links for damaging full combos.

It is also a combo ender for some of her combos, and grants an extended hard knockdown which even allows for a crossup safejump.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +61
180F starting 3F
-5000
  • Data in [] denotes on whiff.
  • Only does the first two swings when whiffed.


Ultimate Mugenkagura

623U or 6S+U during Kagura Stance

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600, 900 [600, 900, (200×5)]
Mid
12 [7]
4,6 [4,6]
34 [35]
-22
HKD +44
1-9 Parry
10-16 All
[1-21 All]
623U[k]
Total:55
623U[k](Catch)
Total:51
(NoteFrames with Yellow Underline denote parry window.)

623U[k] is a strengthened version of Mugenkagura that parries all attacks, including lows. It can potentially beat safejabs but it's more on luck.

If 623U[k] parries an attack, Narmaya will launch into a cinematic if it hits close distance, dealing more damage.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +44
300F starting 3F
-5000
  • Data in [] denotes after Catch.
  • Data in () denotes extra hits on close version.


Ultimate Crescent Moon

214U (Air OK) or 4S+U (Air OK) during Kagura Stance

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214U[k]
2000
All
27
4
9
+4
+8
9-17 All
j.214U[k]
2000
All
27
4
9
+4
+8
4-17 All
Total:36

214Us are strong neutral skip moves that must be respected, and are one of Narmaya's many ways to brute force her way in for 50% SBA gauge.

Be aware that either version can be anti-aired on reaction if your opponent specifically waits for it.


214U[k] is a powerful + on block teleport that grants Narmaya screen presence from anywhere on screen.

It is a fast version of Crescent Moon with an invincible teleport after the jump. Narmaya can link into a damaging, full combo on hit or start pressure on block. It can be stuffed on reaction, though.

It is possible to bait Brave Counters by cancelling into this move.


j.214U[k] is - depending on the height it is done at - either a strong throw bait or a threatening air stall. Either use will give her a full combo and always be +4 on block, allowing her to continue the pressure.

When done near the apex of her jump, j.214U[k] will teleport past 2H antiairs and grant Narmaya a full combo.

When done as a TK just off the ground, TK j.214U[k] is very good at enforcing respect and crushing throw techs - even if j.214H[k] is on cooldown. It functions similarily yet differently to TK j.214H[k] - it is way slower so it cannot frametrap as j.214H[k] does, but because it is so slow and invincible, it is particularily good and reliable at beating fuzzy mash and read Brave Counters. You can even scout your opponent's defense habits while beating them!
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214U[k]
3
+8
180F starting 3F
-5000
j.214U[k]
3
+8
180F starting 3F
-5000

214U[k]

  • Airborne 7-28
  • Clash Level 4

j.214U[k]

  • Airborne 1-23
  • Clash Level 4


Skybound Art

One Hundred Cloudscapes

236236H (Hold OK) or 236S (Hold OK) or 5S+Throw (Hold OK)

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500, 750×2 (2500)
Mid
7+4 [3+4]
6
56
-43
HKD +52 (HKD +73)
1-16 All [1-12 All]
(Note)Frames with Yellow Underline denote unused startup when canceled from Transient.
Total:72

Launches the opponent up and catches them with an elegant sword spin on the way down. It has a large vertical hitbox but short horizontal reach, making it difficult to connect in some situations but also an excellent anti-air. Cancelling into it from TransientGuardStartup34Recovery5Advantage reduces its startup and increases its effective range.

If the button is held down on hit, only the initial launching attack will come out and Narmaya recovers in time for a combo in the corner afterwards. This initial attack still steals a Bravery Point on hit, so this leads to optimal damage when done early in a combo and the opponent has 2 or 1 BP.

  • Recovers 1 Bravery Point for Narmaya during superflash.
  • Removes 1 Bravery Point from the opponent on hit.
  • Either [H] or [S] can be held to cancel the follow-up attacks, regardless of which input was used to initiate the move.
    • The attacks after the first launching hit also do not occur on block or whiff.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +52 (HKD +73)
-10000
  • Data in [] denotes when cancelled into from Transient.
  • Data in () denotes held version.
  • Does not reset Combo Limit Scaling.


Super Skybound Art

Butterfly Effect: Ame-no-Uzume

236236U or 236S+U or 5S+U+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
360×10, 240×5, 1200 [200×15, 1000]
Mid→All
7+7
3[(3)3]×15
48
-32
HKD +42 [HKD +30]
1-28 All
Total:154

A flurry of slashes with invincible startup and a far, far longer range than 236236HGuardMidStartup7+4 [3+4]Recovery56Advantage-43. If it hits at close range, it activates a follow-up cinematic that deals more damage and switches sides. Its long range allows it to combo off many different pokes or in close-to-corner juggles where nothing else would reach.

  • Recovers 1 Bravery Point for Narmaya during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +42 [HKD +30]
-10000
  • Data in [] denotes far version.
  • Clean hit possible frame 14-28.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
Color 22
EX
File:GBVSR Narmaya Color 22.png

Black Butterfly Colors
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Weapons
01
02
03
04
05
06
07
08
09
10


Navigation

Narmaya
To edit frame data, edit values in GBVSR/Narmaya/Data.
85% complete
Page Completed To-do Score
Overview
  • Complete
  • Complete
20/20
Combos
  • Filled
  • Filled
10/10
Strategy
  • Complete
  • Complete
20/20
Matchups
  • Framework created, start of information added
  • Fill page in
5/20
Frame Data
  • Complete
  • Complete
30/30
Click here to edit the progress.
Click here for the scoring criteria to assess character page completion.
System Pages
Mechanics
Application & Advanced Information
Archived Information