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.![]() |
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.
- 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.
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Genji (Dawnfly)
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Kagura (Freeflutter)
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
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
c.M
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 2L
GuardLowStartup6Recovery10Advantage-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.
c.H
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.
Triple Attack
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.
f.M
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
f.H
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
2L
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.
2M
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
2H
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.
2U
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.
Dash Normals
66L
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.- Data in [] denotes on whiff.
- Clash Level 1
- Narmaya cannot dash for 4 frames after recovery ends.
66M
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.
66H
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.
Air Normals
j.L
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.
j.M
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.
j.H
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.j.U
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.
Unique Action
Butterfly Effect
5U
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.- 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
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.
Air Throw
j.L+U or j.L+M
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.
Raging Strike
M+H
Costs 1 Bravery Point • ⓘClick 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.
- 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
Costs 25% Skybound Gauge • ⓘClick 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.- Data in () denotes when used mid-combo.
Brave Counter
M+H during Blockstun or Guard Crush
Costs 1 Bravery Point • Requires 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.- 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
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.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
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.
Transient
214L/M/H or 4S/S+M/S+H during Genji Stance
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.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
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.
Mugenkagura
623L/M/H or 6S/S+M/S+H during Kagura Stance
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].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
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 before the jump, to follow the M versions trajectory instead of the L version's.
Crescent Moon (Midair)
j.214L/M/H or j.S/S+M/S+H during Kagura Stance
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.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
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancelTo bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623U[g]
GuardMidStartup8Recovery28 [27]Advantage-21 and 623U[k]
GuardMidStartup12 [7]Recovery34 [35]Advantage-22, which never refund gauge).
Ultimate Setsuna
236U or 5S+U or 2S+U during Genji Stance
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 Blade
GuardAllStartup16Recovery17Advantage+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.- 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
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.- If last hit is blocked, advantage is -12.
Ultimate Transient
214U or 4S+U during Genji Stance
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.- 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
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.- Data in [] denotes on whiff.
- Only does the first two swings when whiffed.
Ultimate Mugenkagura
623U or 6S+U during Kagura Stance
10-16 All
[1-21 All]
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.- 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
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!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)
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.
- 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
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.
- Data in [] denotes far version.
- Clean hit possible frame 14-28.
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85% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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20/20 |
Combos |
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10/10 |
Strategy |
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20/20 |
Matchups |
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5/20 |
Frame Data |
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30/30 |
Click here for the scoring criteria to assess character page completion.