Narancia Ghirga

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FreeMeal
Stand Warrior
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Narancia Ghirga

Postby FreeMeal » Mon Mar 20, 2017 9:47 pm

Image

Health Value: 1000

Style: Stand (Aerosmith)

Desperation Mode: Rumbling

GENERAL NOTES:
Narancia’s movelist includes many projectiles that have long range. This includes about half of his normals as well. This leads people to think he is a zoner or keep out character. If you try to run away all the time and peck at the opponent with long range moves, you have a zoner that does very little damage and is, quite frankly, bad at zoning. This leads many people to think Narancia is not very good.
HOWEVER, that isn’t Narancia’s playstyle at all. If you play Narancia as a counter-poke fisher that abuses his unique projectile normals just one or two character widths away, you have a character that imposes his will on his opponent while doing 20-60% every time he gets a hit.

-About half his normals (mainly S-ON) count as projectiles. This means these moves will beat out ALL physical attacks that don’t have invincibility or erase hitboxes. This means he has super high priority when trading blows with opponents.

-Although they are projectiles, his normals are rock bottom when it comes to projectile priority. Any projectile special will completely beat his normals out.

-To counter this, Narancia has his own projectile specials that come out fast enough to confirm into reacting to a projectile. Thus beating them out and getting an S-OFF Stand Rush combo.

-Narancia counts as a ‘Small’ character. This means his hurt boxes are similar to Koichi’s and Shigechi’s. He’s small enough that some moves will just whiff entirely (Giorno’s Easy Beat doesn’t combo on him). This means dashing or even walking under jump-ins is unusually easy for him. Since he is a small character, you will have to consider that the bigger juggles that work on Koichi and Shigechi also work on Narancia.

-His ability to anti-air in S-ON is potentially the scariest in the game. If the opponent jumps in at the right angle, Narancia can Stand Rush a bomb, dash under, then dash in after the bomb hits for full combo. Said combo can be 25%+ with no meter, especially if the bomb counterhits. If Narancia spends meter, you’re looking at 30-60% gone from just one jump.

-What fuels his game plan is his very high meter gain and meter efficient combos. He gains a lot of meter from comboing the opponent, and if he spends a bar early in a combo, he’ll gain most if not all of it back. The down side to this is that the opponent gains just as much meter as Narancia does. This means that you’re fuelling the opponent’s meter as much as your own.

-Narancia has a few VERY powerful tools, but many of his moves are quite situational and single purpose.

-Ultimately you have a character that can stuff the opponent in almost every situation, leading to good chunks of damage. On top of that, he has the meter gain to continuously fuel this gameplan. This leads to opponents becoming uncomfortable in their own skin and apprehensive to push buttons. On the other hand, he has a bit of a tougher time straight up rushing down an opponent and opening them up. This means being behind on life will require some creative thinking.

Quick Stand-On: Narancia in S-ON is the counter hit machine. So if you find yourself in a situation that requires it right now, you should keep this option in the back of your head. It can also help surprise your opponent if you’re behind on life.

Throw: Not quite Range 0. Maybe two or three steps away. It’s a short range throw, but still enough not to doubt whether you’ll be able to throw punish at short range. Front throw leaves the opponent about 4 or 5 character widths away. Back throw leaves the opponent almost double that. 120 damage.

Stand-On: Aerosmith appears just above and in front of Narancia. Has absolutely no push out whatsoever, so don’t even think about trying any Stand-On push-out shimmies.


MOVEMENT:
Duck: Being a small character, his hurtbox when ducking is tiny. It’s still not small enough to go under Hol Horse’s buffed bullets, but enough to squeak by some jump-ins and such.

Forward Dash: Moves Narancia 2-3 character widths forward. Starts very quick and ends very quickly as well. You can block or continue to attack almost immediately after. As a result, wave dashing is a little faster than running. Consider doing two dashes instead of running for punishing and confirms.

Run: Fairly good speed after a slightly slower hop forward. Not as fast as Part 1 Dio, a little bit slower than Fugo.

Backdash: A weird skip backward that goes back around 2-3 character widths. Time your next backdash input as his back leg touches the ground to make the next one come out noticeably faster and cut down on that lag between each one.

Jumping: Unlike the other small characters, Narancia’s jump goes just a tiny bit shorter than regular characters in terms of height. His forward and back jumps move more vertical than horizontal so they’ll feel a bit floatier. Consider that when trying for cross-ups. One thing to note is that Naracia curls up into a ball during the whole jump, so he has a smaller hurtbox as he’s jumping.


COMMAND NORMALS:
S-OFF

6H: A big, slow soccer kick. Moves forward a lot. It moves about 3-4 character widths. It’s too slow to be a punisher, really, but it’s very useful in combos; both in terms of adding damage and keeping air juggles alive. It can be cancelled into any of his specials or supers. Enemy recovers in time for the command throw to hit. It can also be cancelled into Quick Stand-On. 30 damage.


S-OFF NORMALS:
5L: A back-handed slap. It hits at a little under 1 full character width away. It’s nothing that special in terms of range. 12 damage.

5M: An upward swing with his knife. It hits about 2 character widths away. Narancia moves forward with each swing, so it can be decent for punishing. This also makes it good for confirming a shallow 5L into a combo. It has a noticeable amount of pushout on both hit and block. Hitting 5M repeatedly will eventually push the opponent out of range, despite the advancement of the move. 23 damage.

5H: A lunging side kick. The hit box extends almost to the tip of his toe. Combine this with a large forward momentum, and it ends up hitting about 3 character widths away. It’s pretty slow, however, so it’s pretty hard to punish with it. The forward momentum and the amount of pushout on hit/block cancel each other out a bit. If you keep hitting 5H you’ll slowly close the gap a bit, but largely you can expect the distance between you and the opponent to stay the same. If you hit 5H after 3 2Ls you’ll continue the block-string while maintaining distance. 35 damage.

2L: Another back-handed slap, just like his 5L. Same length as well. Mashing out 3 of them on block gives a good 2-3 character widths of push out. 14 damage.

2M: Another upward swing of his knife, but this time with no forward momentum. Range extends to the very tip of the white trail behind the knife. Look for the apex of the arc. This will commonly whiff mid combo, so stick with 5M. 24 damage.

2H: Narancia sticks his leg out, knocking the opponent down. No forward momentum at all. This means the range is a bit shorter than his 2M. It doesn’t really link into anything worthwhile, so use it only if you need that hard knockdown. *This move gives hard knockdown* 37 damage.

jL: Narancia does a simple jump kick. Hitbox goes to the end of his foot and not a pixel more. You have to land it almost at the very end of the jump to combo off it, so use it almost exclusively as an air-to-air. 18 damage.

jM: Narancia remains curled up in a ball, and sticks his knife out. That tiny knife protruding from that ball is the hitbox. There’s very little in terms of horizontal or vertical hit detection, but there’s a tiny bit so it’s not impossibly strict. The hitbox lingers for a tiny bit for some leeway in terms of hitting. This weird animation is good for ambiguous cross-ups since the knife is in the middle of his body. One thing to keep in mind is that in order to turn this into a blockstring or combo, you’ll have to wait until Narancia is noticeably on the descent of his jump. Waiting until he’s halfway down will comfortably combo, although you can combo a bit earlier than that (with a much tighter window). It will take some practice to get this down. 28 damage.

jH: *This move counts as a projectile* A very unique jumping attack. Narancia’s only S-OFF projectile normal. Aerosmith fires a barrage of 4 bullets. Depending on when you press jH during the jump, the bullets will fire in different formations. Generally, the bullets will be tightly packed together at the top of the jump, and the bullets will spread out further vertically the closer you are to the ground. The widest spread is when you input the jH near the ground on descent. Depending on which formation you use, the recovery and hitstun changes. The widest spread gives the most hitstun, even allowing you to dash in and combo after a backwards jH (if you’re sharp enough). Using the spread during the ascent gives enough stun to make an instant jH 0 on hit/block (provided you gave enough space to for the spread to hit and not whiff). Inputting jH at the apex of the jump gives a more horizontal blanket of bullets that acts as a nice air-to-air. This move recovers fast enough to give you time to dash in and continue pressure, wait a tick and throw, or be in the opponent’s face when they side-step. Being a projectile, it will beat out physical attacks. It’s a very versatile and useful move, with one downside: it hits HIGH, not MID. This means it can’t be used as an overhead. You’ll have to use the above information to be crafty with it and mix the opponent up that way. 30 damage (provided all bullets hit).


S-ON NORMALS:
5L: *This move counts as a projectile*. This is where things get crazy. Aerosmith fires 2 bullets that hit about 6 character spaces away. This move starts super quick, recovers super quick, and the bullets travel too fast for the opponent to react in any way other than block. The stand stays in place, not extending itself out in anyway to be hit. Think of it like Josuke’s 2L but twice the range and no extended hurtbox.
There is a small window to hit confirm this move into a combo. If you are under max range, you can press 5L, quickly check to see if the bullets ‘seem’ like they’ll hit the opponent, then quickly confirm into 5M and combo. It works kind of like Dragunov’s 1,2,1 string in Tekken. Push 5L, and if it feels like it will touch the opponent, input the rest. The resulting combo can easily do 20% health. This is a really good habit to get into, as the rest of his attacks after are super linear, and if the opponent side steps or jumps you’ll be wide open. However, 5L recovers so fast you’ll have more than enough time to recover and dash under the opponent’s jump or pressure after a side-step. 5L confirming is crucial to keep Naracia safe and the opponent at bay.
Did I mention this move is a projectile? If this move’s speed doesn’t stuff their attack, the projectile property will beat out any physical attack coming your way. The only thing you have to watch out for is other projectiles and moves with invincibility. You can confirm 5L into projectile sighting into a projectile special of your own to beat that out. Crazy counter poke, crazy whiff punish, crazy baiting tool, crazy safe. Abuse it as your main poke. 13 damage.

5M: *This move counts as a projectile*. Very similar to 5L. This time it fires 6 bullets. Has the same exact range as 5L, so you’ll have to be bit closer than 5L’s max range to combo without worry of whiffing. It has a longer attack window, making it easier to cancel into specials. When you’re just starting out, it’s easy to want to give up 5L for this move as a poke or punish. It’s better to practice with 5L, as this move is very linear and has noticeably more cooldown. This will make you much more vulnerable if the opponent jumps or side steps. It’s still pretty great as a stream of projectiles that move forward quickly. Just keep in mind that Pucci’s disk will plough through all of the bullets and smack you. Be sure to have an answer locked and loaded. One final note is that the bullets have more pushout on block than hit. On block 2L > 5M will push the opponent out to almost 3 character widths. On hit it’s closer to one character width. 21 damage total across 6 hits.

5H: Aerosmith does a barrel roll and lunges at the opponent, leaving Narancia behind. Range is about 1.5 characters away. It’s a multi-hitting attack that hits 3 times and lingers as at reaches maximum range. Aerosmith can be hit during this attack, although it being multi-hitting means it will often clash with the opponent’s attack. There’s a very specific window where you can cancel into specials: From when Aerosmith is halfway forward to when it reaches the absolute tip of the attack. Anything inputted before or after this window will be ignored, so be sure to practice. The end of the attack lingers a bit, which may be used sparingly to try and fake the opponent out and smack them with a special. It comes out a bit slow, but recovers about as fast as 5M. It doesn’t get much use outside of combos as 5L and 5M are much better to throw out as pokes. 26 damage across 3 hits.

2L: *This move counts as a projectile*. Exactly the same as 5L, but hits LOW. Throw this out if you’re noticing the opponent is blocking standing up a lot. Otherwise it’s easier to jump over so it’s up to you how you use it. 12 damage.

2M: *This move counts as a projectile*. Exactly like 5M, but hits LOW. 21 damage across 6 hits.

2H: Similar to its 5H counterpart, except it hits LOW and only hits once. If you’re going for bomb okizeme, cancelling it into bomb will attack too early and whiff. Let 2H recover, then do the bomb. *This move gives hard knockdown* 32 damage.

jL: *This move counts as a projectile*. Very similar to 5L in terms of range and speed, but as an air-to-air. It’s possible to hit a standing opponent if the attack is VERY delayed, but you can’t combo off of it. It is strictly an air-to-air. Not an overhead, as it hits HIGH. 13 damage.

jM: *This move counts as a projectile*. 5M, but as a jumping attack. Like S-OFF jH, pressing jH at different heights gets different spreads vertically. It’s possible to delay the attack so the bottom of the spread hits a standing opponent (not a crouching one). You can combo off of this. It’s mostly used an air-to-air, though. Not an overhead, as it hits HIGH. 21 damage across 6 hits.

jH: A similar animation as S-ON 5H, but Aerosmith barely travels forward at all. It’s better to treat it like S-OFF jM, except the small hitbox is slightly in front of Narancia. The attack is multi-hitting, so the active frames linger. It takes practice to do jump-ins with it. Has good cross-up potential if you can wrap your head around the spacing (very hard). It’s good for those awkward situations, like when you jump up for okizeme and the opponent jumps up after you -- that sort of thing. It’s a move worth exploring. 36 damage across 3 its.


S-OFF SPECIALS:
236A: You’re not going anywhere! *This move counts as a projectile after the first hit*
Naracncia winds-up with Aerosmith and delivers a big punch, followed up with bullets. The first punch is physical, while the bullets after are projectiles. Be careful about the punch hitting counters. A pretty crappy poke, as it’s super linear and susceptible to jumps and side-step. The wind-up kind of looks similar to his command throw, so you might trick the opponent a few times with that mix-up. Generally you want to get the opponent to hesitate or commit to something if you want to throw this out. Can be hit confirmed into PC > dash in > combo. The meter you build will make this investment not sting so such, as it tends to build half a bar back.
Otherwise, you want to save this for combos. Half the meter this move builds is from the first punch, which is a decent little chunk. Usually what you should do in a combo is PC after the first punch, as it adds a chunk of meter while not increasing scaling. Only do the full move if you really need the extra meter, as the bullets ramp up scaling a lot. I wouldn’t recommend ending combos with this, as the opponent can recover before you and possibly punish. M and H can be good for block-strings as they have good pushback on block.

L: Starts the fastest and recovers the fastest due to firing fewer bullets. Since it fires fewer bullets, it does the least amount of damage and pushback. 15 damage for the punch, 49 damage across 9 hits with bullets.

M: Starts slower and recovers slower due to firing more bullets. It does a bit more damage, and more pushback. 15 damage for the punch, 58 damage across 11 hits with bullets.

H: A BIG wind-up, followed by the most bullets. Although it looks too slow to combo, if the first punch hits, it will. This is the version to use in a combo as the wind up makes PCing the first punch much easier to time. If you need the bullets this is the version to use as you get the most damage and meter out of it. 15 damage for the punch, 69 damage across 13 hits with bullets.

In terms of pushback, this move pushes the opponent far more on block than on hit. If pushback is what you need, then the H version is the best as it gives the most. On hit it gives about 2 character widths. On block it gives about 3 character widths, as opposed to the L version’s roughly 1.5. It is very important that you remember that the pushback is for the opponent only. You stay in place. If you use this point blank in a back-wall situation, you’ll stay at range 0 and most likely get blown up on block. So use it to stay safe if you want, but avoid it at the wall so the opponent doesn’t get stuck on the wall. Three rapid 2Ls in S-OFF will get you the same pushback, although 3 2Ls > 6H > 236L will end up with a bit more space between you and the opponent.

623A: I’ll shoot you through! *This move counts as a projectile after the first hit*. *This move knocks mounted characters off their horse*

Narancia sends Aerosmith diagonally up, firing bullets at about a 45 degree angle. The first hit is with the propeller, and counts as physical. How many bullets you fire afterwards depends on both which version you use, and whether or not you choose to piano buttons to add more hits. It’s fully invincible on the start up frames. This makes it seem like a good anti-air or reversal, but maaaaaan if this misses or is blocked. You will get filly punished. The damage as an anti-air isn’t so hot either and it’s hard to judge how many bullets will hit before the opponent drops out of it. So if you use the wrong version, the opponent may recover before you do and momentum is reversed. This is mostly used as a combo ender, after damage scaling hits max to add as much meter to a combo as possible. This alone makes the move worthwhile, as it helps give Narancia a constant stream of meter to work with. Just be careful when comboing at the wall. If you’re in the open field or back wall, you should have no problems using the H version. In a side wall or corner, however, it’s better to play it safe and use the L version just in case the enemy drops out of it.

Damage is tough to figure out, as it depends on the opponent and wall situation.

These were done against Gyro, side wall for base, back wall for max piano mashing.

L: 39-42 damage base (6-11 hits), 45 with max piano mashing.

M: 39-45 damage base (6-9 hits), 50 with max piano mashing.

H: 60-62 damage base (18-19 hits), 74 with max piano mashing.


63214A: Don’t shoot if you ain’t got the stones! Command throw.

A slooooow command throw with a big start up. After a big wind-up, Narancia sends Aerosmith flying forward. If it touches the opponent, Narancia rushes in, kicks the opponent, and leaves them closer to each other. It’s seeable and jumpable for days if used blatantly. You’ll have to use this move rarely, and with some sore of bait or fake out. One nice thing about this move is that Aerosmith is invincible during the whole move and will bypass projectiles. It also covers a lot of distance. It does kind of crappy damage considering how punishable it is plus the fact that it does not give a hard knockdown. The opponent will quick get-up and the neutral will be reset. It’s kind of nice if it leaves them against the wall, as you’ll end up right in their face for a mix-up. Use sparingly. 80 damage.


S-ON SPECIALS:
46A: I’ll make you Swiss cheese! (Stand Rush OK): *This move counts as a projectile*

Aerosmith shoots bullets forward. Being a stand rush move, it’s mostly used for combos; both grounded or to keep air juggles alive. It builds quite a bit of meter, so doing a stand rush is a negligible investment. Many people stick with one version, but that’s ignoring the versatility of this move. Depending on which version you use, Aerosmith will fire bullets in different formations. There are different situations that call for different formations. Which one you use is mostly down to experience and building a knowledge base to draw from… but a few examples are provided here to give an idea.

L: Fires 6 bullets in a straight line. The line of bullets travels the whole length of the stage. In this version, the bullets travel the quickest -- quite a surprising speed, actually. Good for a punish, and then confirm into Stand Rush outside of the range of his normals. 48 damage across 6 hits.

M: Fires 8 bullets in a straight, but ‘sloppier’ line. The line of bullets is more spread out horizontally, so the hits are more staggered. The bullets will travel the whole stage, but at about half the speed. This version does the most damage, and is used the most for combo filler. The slower and more spread out formation can help in certain situations, too: Jotaro sends out his stand for a S-OFF special. You counter with 46M. The first bullets hit Jotaro’s stand, causing it to disappear. The rest of the bullets are staggered enough so they don’t touch his stand, but hit Jotaro as he’s in the initial hit-stun. The bullets travel slow enough that the hit-stun is sustained for Narancia to run in and combo. 64 damage across 8 hits.

H: Fires 8 bullets forward, but in a much more vertical format. Arosmith starts low, and then advances upward. Bullet speed is somewhere between the L and M version, and the bullets only travel half the distance before disappearing. The more vertical spread helps Narancia compensate for those awkward, character specific situations. The lowest bullets will hit low enough to combo Iggy, or stuff Bruno’s zipper slide. The vertical formation helps Narancia out with certain projectiles. Particularly clusters of projectiles like Kakyoin’s or Rohans. Stand Rushing this move will allow Narancia to dash in after the projectiles trade to punish his opponent. The highest bullet can stuff some jumps at certain ranges. 48 damage across 8 hits.

One more thing about Stand Rush: If you do this move while the opponent jumps over you, you can Stand Rush and the move will auto-correct; meaning that Aerosmith will turn around and fire at the opponent behind you. It’s a very annoying situation for the opponent if the timing is right.
In terms of pushback, the move pushes out more on block than on hit. At point blank range the move pushes out about 1.5 character widths out on block. If you do a 5L > 5M > 46M block-string, it pushes the opponent out to about the max range of 5L. If the opponent jumps forward at this range, they’ll be at the right angle for an anti-air bomb into full combo.

623A: Blast off! (Stand Rush OK): *This move counts as a projectile* *This move knocks mounted characters off their horse*

Aerosmith does a loop, dropping a bomb as it comes to the bottom. The bomb drops in front of Narancia and lands about 2 character widths away. If the bomb hits the opponent directly, the opponent is popped into the air with a spinning fall animation. However, if the bomb misses the opponent, it will create an explosion on the ground. This explosion has an AOE splash effect. If the opponent is hit by the splash damage, they are popped into the air with a heavy ‘flop’ falling animation. After the flop, the opponent will ground bounce, giving an opportunity for some more hits. Both can lead to full combo if you Stand Rush. Depending on whether you get a spin or a flop, the resulting combo changes.
This is Narancia’s best anti-air. When you see the opponent jump into the air, do the bomb, Stand Rush, and then dash forward. The dash forward keeps you safe if the bomb misses. If the bomb hits, you can dash in and do a combo. This is what you use to make the opponent afraid to just jump-in on you. The damage you get from this anti-air rivals most of the cast’s regular combos. It will take some practice, as it takes time to get used to the spacing to get the bomb to land.
The bomb can be used for okizeme as well and can pin the opponent down while you do a jump-in setup. It works especially well at the wall. Just be sure to get the timing of the explosion down so it hits.
If you fight a character with a long counterattack, it’s optimal to go for a bomb flop, as it leads to the most damage. It takes time for the bomb to drop, so shorter ones like Hermes’ HHA will recover too quick.

All versions of this move are the same. There’s only a bit of pushback on block. See the combo section for anti-air and flop combos. *This move gives hard knockdown* 60 damage.


S-ON AEROSMITH LOOPS:
This gets its own section because there are a lot of parts to it.

-Aerosmith has its own multi-branching ‘build your own rekka’ series in S-ON. It involves sending Aerosmith out, choosing a loop attack and/or doing a finisher.

-Aerosmith is completely invincible for the entire duration of this series.

-All the moves in this series are thoroughly cancellable if you spend meter.

STARTER:

236A: Attack!

Narancia sends out Aerosmith a certain distance, and from there you can input your choice of attack. This section has no hitbox or damage, it’s for positioning only.

L: Sends Aerosmith a little bit forward, just a little bit more than range 0.

M: Sends Aerosmith forward to about a quarter of the stage.

H: Sends Aerosmith forward to about 3/4 of the stage away.

NOTE: When I say travels over a distance of the stage, I’m using Dio’s Mansion in practice mode immediately from the starting position.

LOOPS: *These moves count as projectiles*

After the starter, you can input directional commands to make Aerosmith loop around in different directions. Holding down ‘Style’ (S) will make Aerosmith fire bullets while looping. Depending on which loop you choose, the bullets will fire in different formations and with different properties.

Each time you input a loop, Aerosmith will correct its axis and face the opponent. Be aware of timing so you can catch the opponent side-stepping.

NOTE: You can only do about 3 loops before either doing an ender or the series stops on its own.

8: I’ll shoot!

Aerosmith loops straight up and if you’re holding (S), fires bullets at a downward angle during its decent. The bullets hit MID and can be used as an overhead. If you’re sure a few bullets will hit, you can PC on hit for a combo. Getting full combo off of this can build most the meter you spent back. Can be useful for wall pressure if used sparingly. 64 damage across 8 hits.

6: Perfect timing!

Aerosmith flies forward about 4 extra character widths, then loops back. If you hold (S), Aerosmith will start shooting straight ahead halfway through it’s forward advance, then shoot a bit more as it loops back -- resulting in some bullets being shot towards the air.
The bullets fire very fast; too fast to combo off of even with a PC. 24 damage across 6 hits.

2: Now’s my chance!

Aerosmith loops back and flies low. Holding down (S) will make Aerosmith fire as it flies low. The bullets hit LOW and can be PC’d early to confirm into 5M and combo at the right distance. 53 damage across 6 hits.

4: Gonna send you flying!

Aerosmith flies forward in an upward crescent. During this arc, Aerosmith faces downward and holding (S) will cause it to shoot from the start of the arc to about the end. A tricky move as the bullets will hit from the front, top and behind the opponent if they’re positioned within the arc. It should be noted the bullets hit HIGH and don’t cross up. It will, however, pin the opponent down and PCing will let you move while they’re still blocking. If the timing and spacing is right, you can PC for a full combo. 39 damage across 14 hits.

ENDERS:

L: Shoot, shoot, shoot it up! *This move counts as a projectile* *This move knocks mounted characters off their horse*

Aerosmith does a big, long loop backwards and then fires a straight line of bullets forward. How far Aerosmith ends up depends on your initial starter. L starter sends Aerosmith far behind Narancia. M starter loops Aerosmith to just behind Narancia’s head. H starter puts Aerosmith a little in front of Narancia. The bullets are unblockable and will pop the opponent in the air with a spinning fall animation. If you PC after the bullets fire, you can run with the bullets and do an air juggle if they hit. This is all enticing, but the move is so slow and telegraphed that the opponent will simply side-step and rush you down. *This move gives hard knockdown* 64 damage across 8 hits.

M: I know how to waste you! *This move knocks mounted characters off their horse*

Aerosmith drops low then swoops up, slashing the opponent’s knees and popping them into the air with a hard flop falling animation. The ‘sweet spot’ for this launcher is about 2 character widths from where Aerosmith initially drops down. It will take some practice to get the positioning down. You can PC the hit and do an air juggle, but the flop fall makes it tricky. I mostly get successful combos when I do this near the wall. 236L > M comes out quick and can be used if the opponent gets into a habit of blocking high. 20-30 damage, depending if it hits once or twice.

H: I’m gonna kill you! *This move counts as a projectile* *This move knocks mounted characters off their horse*

Aeorsmith drops a bomb, exactly like 623A. It has the same animation and properties. This time, however, you can’t Stand Rush it. You can only cancel out if it with PC. *This move gives hard knockdown* 60 damage.

EXTRA NOTES:

The long range and animations of this move make players think it would be good for keep-out, but are then disappointed to see the opponent easily run up and get in their face. On the other hand, if Narancia is a counter-poke character, you want the opponent to be in your face. The goal of this move is to harass and goad the opponent into attacking you. Mess with them, and then wait until they commit to something, PC and react appropriately. As long as you have and extra bar of meter, the slowness and high cool-downs are only an illusion. Every step of this rekka is PCable or HHA cancelable at just about any point.
That being said, you should be attempting any of this ONLY if you have at least one bar of meter. If you can’t PC, you’re taking a huge risk. This move is tough to use right, especially when the opponent is running around and doing their own thing. It’s best to use this when you have an idea of how to use it. All the moves are very situational, and you’ll have to have to have a plan going into and out of it. These moves are the most rarely used in Narancia’s movelist, and are often the last thing a Narancia player incorporates into their playstyle. Hold off on it until you understand Narancia’s basic tools. Still, when you have the experience, you can take advantage of those rare situations and expand upon Narancia’s limited arsenal to your advantage.


SUPERS:
HHA: I’ll make it even bigger! *This move counts as a projectile* *This move knocks mounted characters off their horse*

Narancia sends Aerosmith forward at about head height, dropping bombs as it goes. Aerosmith drops 5 bombs total. All the bombs act like S-ON 623A and send the opponent flying away spinning. Recovery takes much to long to combo afterwards, even at the wall. It can however hit OTG, adding a bit of damage in a back wall situation. It does kind of low damage, and damage scaling really hits it hard. It’s really not all that great as a combo ender.
Despite this, it does have its uses. Narancia is invincible for a period of time as this move comes out, so it can be used as a get-out-of-jail-free type of reversal. Hitting as a counter adds damage, making the investment more worth it. Just be sure it’s not going to be blocked or whiff, though. You’re wide open if that happens. Spending 1 bar on what amounts to a DP seems kind of steep, but Narancia builds so much meter that’s not uncommon to have 2 or more bars lying around. Keep this in your back pocket for when things get hairy. Otherwise, you’ll be using PC to get damage out of combos. *This move gives hard knockdown* 170 damage across 5 hits (IF all bombs hit, which isn’t as often as you think).

GHA: Volare Via *This move knocks mounted characters off their horse*

Aerosmith swoops down along the ground in an upward arc. If it hits the opponent, a cut-scene plays out as Aerosmith guns down the opponent and then finishes with a bomb. Start up is a bit slow to use this as a reversal, so it’s strictly a combo ender. Damage scaling doesn’t affect this too bad, and will take your 30-40% combos into 50-60% territory. Especially demoralizing when you combo into this after an anti-air bomb. If you are planning to end a juggle combo with this, make sure you combo into S-OFF 6H first, then delay GHA a bit after the 6H hits. This will make sure the GHA doesn’t fly under the opponent and whiffs. Range is pretty good, and recovers fast enough that it’s safe when blocked from afar. Again, it’s not really something you throw out. *This move gives hard knockdown* 280 damage.


STRATEGY AND TIPS:
-Oddly enough, S-OFF is Narancia’s big combo extender method, while S-ON is his main neutral game mode with his best tools. So while the other Stand characters try to go S-ON for a full punish, outside of bomb combos you want to go S-OFF for bigger combos.

-It’s crucial that you get used to poking with S-ON 5L and confirm into any other action unless you’re absolutely sure 5M or 46A will punish. This is the basis for Narancia’s safety when you’re trying to counter poke.

-Narancia has a lot of push out on block. Use this to your full advantage for not just safety, but also positioning. In S-OFF, 2Lx3 will push them out far enough for you to get away. In S-ON, 5L > 5M > 46M will push them out for the ideal spacing for an anti-air bomb.

-Get used to the spacing for the opponent’s jump. This is critical for walking under for a full punish in S-OFF, and bomb/46A punish in S-ON. It’s important to judge the distance so the bomb > forward dash doesn’t miss. If it does miss, dash under and stay with the bomb so the explosion protects you.

-Narancia doesn't have much in terms of MID attacks. In S-OFF you have jM. In S-ON you have jH and the 8(S) loop of his Aerosmith Loops. This means there isn't too many tools for opening the opponent up for offense. In S-OFF you'll have to play with jH timing to get different set-ups besides the rare jM. In S-ON you're better off staying on the ground and using jH and 8(S) rarely. Most of the time you'll be reacting to the oppoent and trying to get them to run face-first into your projectiles. It can be rough if the opponent has a life lead, so experiment with the above moves and build up a list of gimmics.


COMBOS:
S-OFF:

0 bar:

2Lx2 > 5M > 5H > 6H > 623H(piano) 192 damage. Builds 60% of a bar.

1 bar:

2Lx2 > 5M >5H > 6H > 236H > PC after 1st punch > S-ON > 5LMH > 46M(S) > jM > 2Lx2 > 5M > 5H > 6H > 623H(piano) 334 damage. Builds 90%-110% of a bar. This is a 1 bar combo that can potentially be meter positive. Your main big punisher. Try to punish with this as often as your can.

(Back wall)
2Lx3 > 5LMH > 6H > 236H > PC after 1st punch > S-ON > 5LMH > 623A(S) > 5L to link > 2L5Lx5 > 2L > 5M > 5H > 6H > 623H(piano) 374 damage. Builds 1 bar and 10% back. A meter positive back wall combo. You could use that bar you got back to continue the combo, if you want.

(Back wall)
Back throw > back wall > HHA.

2 bar:
There really isn’t a combo for this in open space, as after spending 2 bars the combo has gone on long enough that damage scaling is ridiculous. However…

(Back wall)
2Lx3 > 5LMH > 6H > 236H > PC after 1st punch > S-ON > 5LMH > 623A(S) > 2L5L to link > 2L5Lx5 > 2L > 5M > 5H > 6H > GHA 584 damage. You build the first bar back to end with the GHA. 60% back wall combo for only 2 bars.

(Back wall)
2Lx3 > 5LMH > 6H > 236H > PC after 1st punch > dash in > 2Lx3 > 5LMH > 6H > 236H > PC after 1st punch > S-ON > 5LMH > 623A(S) > 5L to link > 2L5Lx5 > 2L > 5M > 5H > 6H > 623H(piano) 426 damage. Builds a bar and 70% back. You get over 40% damage for a net loss of 30% of a bar.

3 bar:
2Lx2 > 5M >5H > 6H > 236H > PC after 1st punch > S-ON > 5LMH > 46M(S) > jM > 2Lx2 > 5M > 5H > 6H > GHA. 587 damage. Same as the 1 bar, but adding the GHA. This takes the combo from over 30% to about 60%. Leaves you with enough meter for a Stand Rush.

(Back wall)
2Lx2 > 5LMH > 6H > 236H > PC after 1st punch > dash in > 2Lx3 > 5LMH > 6H > 236H > PC after 1st punch > S-ON > 5LMH > 623A(S) > 2L5L to link > 2L5Lx5 > 2L > 5M > 5H > 6H > GHA 689 damage. Spend all of your meter for about 70% damage from a back wall combo.

S-ON:

0 bar:

At max range of 5L > 5M:
5L > 5M > 46M (S) > 2Lx2 > 5M > 5H > 6H > 623H(piano). 223 damage. Builds 70% of a bar. Almost 25% from a poke that far away is pretty great. Especially since it’s such a fast projectile counter-poke and punisher.

Range 0 5L > 5M:
5LMH > 46(S) > jM > 2Lx2 > 5M > 5H > 6H > 623H(piano). 247 damage. Builds 80% of a bar.

1 bar:
Damage scaling hits pretty hard due to the S-ON combo chain being a bunch of projectiles. You won’t do much more damage than 0 bar combos so you might as well just build that extra meter. That means if you want to spend a bar, it should be for some trap or set-up.

236L > 4S > PC > 5L > 5M > 46M > 2L.x > 5M > 5H > 6H >623H(piano) 197 damage. Builds about 80% of a bar back. Low damage, but meter build makes the investment much less painful. A cheap trick to keep in the back of your mind.

623L > L > wait for bullets to fire > PC > dash in > 5L > 5M > 46M(S) > dash in > 5L > 5LMH > 6H > 623H(piano) 215 damage. Build half a bar back. It’s there if you want it, but it’s pretty rare that anyone uses this move.

(Back wall) 623L > M > PC > 5L > 623A(S) > 5L > bomb hits > 2L5L > 2L5L > 2L5L > 2L5L > 5L > 5M > 5H > 6H > 236M. 305 damage. Build 65% of a bar back. Good damage for a gimmicky wall set-up.


BOMB COMBOS:
The combos off of bombs get their own section because there are so many variations. This is due to multiple bombs branching the combos into all sorts of different directions. Experience and practice will make the spin/flop direction the combos take less surprising.

0 bar

623A

236A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > 623H(piano). 250 damage. Net gain of 25% of a bar. Good damage, especially off an anti-air (replace jM with a forward dash). Meter positive. You could end with 236M for less damage, but hard knockdown close to you.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > mash 2L. 256 damage. Net gain of 30% of a bar. Decent damage and meter positive. If you have an extra bar, consider the meter to get even more damage.

1 bar

623A

623A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > 236M > PC after first hit > dash in > 5L > 5LMH > 6H > 623H(piano). 325 damage. Build 65% of a bar back. The 1 bar version of a direct bomb combo. Anti-air bomb (replace jM with forward dash) into 30%+ is going to make your opponent regret jumping. You could end with 236M for less damage, but hard knockdown close to you.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > PC > S-ON > 5LM > 623A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > 623H(piano). 408 damage. Builds half a bar back. Bomb flop into spin combo. Capitalizing on a bomb flop into a 40% combo is a pretty awesome feeling, I won’t lie. They will learn to fear the bomb. You could end with 236M for less damage, but hard knockdown close to you.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > PC > S-ON > 5LM > 623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > 236M > opponent bounces twice > dash in > mash 2L. 404 damage. Builds half a bar back. Double bomb flop combo.

236A > H

236L > H > PC > dash in > (If bomb hits directly for spin) > 5LM > 623A(S) > 5L > (If bomb hits directly for spin) > 5L > 5LMH > 6H > 623H(piano). 290-306 damage. Builds 60% meter. You could end with 236M for less damage, but hard knockdown close to you.


236L > H > PC > dash in > (If bomb hits directly for spin) > 5LM > 623A(S) > 5L > (If bomb misses and explosion flops opponent) > dash in > 5L > 5LMH > 6H > 623M > opponent bounces twice > dash in > mash 2L during ground bounce. 297 damage. Builds 60% meter.

236L > H > PC > dash in > (If bomb misses and explosion flops opponent) > 5LM > 623A(S) > 5L > (If bomb hits opponent for spin) > 5L > 5LMH > 6H > 236M > opponent bounces twice > dash in > mash 2L during ground bounce. 290 damage. Builds half a bar back.

236L > H > PC > dash in > (If bomb misses and explosion flops opponent) > 5LM > 623A(S) > 5L > (If bomb misses and explosion flops opponent) > 5L > 5LMH > 6H > 236M > opponent bounces twice > dash in > mash 2L during ground bounce. 306 damage. Builds half a bar back.

236M > H > PC > dash in > (If bomb hits directly for spin) > 5L > 5M > 46M(S) > dash in > opponent bounces twice > 5L > 5LMH > 6H > 623H(piano). 232 damage. Builds half a bar back. Here’s what you get from a bomb ender from the medium starter. Less damage but from longer range. You could end with 236M for less damage, but hard knockdown close to you.

2 bar

623A

623A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > 236M > PC after first hit > 5L > 5LMH > 6H > 236H > PC after first hit > 5L > 5LMH > 6H > 623H(piano). 440 damage. Spend 2 bars, get one back. Roughly 50%, and potentially off an anti-air (replace jM with a forward dash). You could end with 236M for less damage, but hard knockdown close to you.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5LMH > 6H > PC > S-ON > 5LM > 623A(S) > (bomb hits directly for a spin) jM > 5L > 5LMH > 6H > 236M > PC after first hit > 5L > 5LMH > 6H > 623H(piano). 461 damage. Builds 90% of a bar back. Bomb flop into a direct bomb for almost 50%. You could end with 236M for less damage, but hard knockdown close to you.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > PC > S-ON > 5LM > 623A(S) > (bomb misses and explosion flops opponent) jM > 5L > 5LMH > 6H > 236M > PC after first hit > 5L > 5LMH > 6H > 236M > ground bounce > dash in > mash 2L. 476 damage. Builds 90% of a bar back. Bomb flop into a second flop for almost 50%

623A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > GHA. 482 damage. Builds back 10% of a bar. GHA Finish. Use this if you’re sure it will finish the opponent off for and easy end to the match.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > 236M > GHA after ground bounce. 519 damage. Builds 25% of a bar back. GHA, flop version of the easy end combo.

236A > H

236L > H > PC > dash in > (If bomb hits directly for spin) > 5LM > 623A(S) > 5L > (If bomb hits directly for spin) > 5L > 5LMH > 6H > 236M > PC after first hit > 5L > 5LMH > 6H > 623H(piano). 383 damage. Builds 90% of a bar back. You could end with 236M for less damage, but hard knockdown close to you.

236L > H > PC > dash in > (If bomb hits directly for spin) > dash in> 5LM > 623A(S) > 5L > (If bomb misses and explosion flops opponent) > dash in > 5LMH > 6H > PC > S-ON > 5L > 5M > 623A > (bomb misses and explosion flops opponent) > jM > 5LMH > 6H > 236M > opponent bounces twice > dash in > mash 2L during ground bounce. 441 damage. Builds 75% or a bar back.

236L > H > PC > dash in > (If bomb hits directly for spin) > dash in> 5LM > 623A(S) > 5L > (If bomb misses and explosion flops opponent) > dash in > 5LMH > 6H > PC > S-ON > 5L > 5M > 623A > (bomb hits directly for spin) > jM > 5LMH > 6H > 623H(piano). 428 damage. Builds 70% or a bar back. You could end with 236M for less damage, but hard knockdown close to you.

236L > H > PC > dash in > (If bomb misses and explosion flops opponent) > 5LM > 623A(S) > 5L > (bomb hits directly for spin) > dash in > 5L > 5LMH > 6H > 236M > PC > 5L > 5LMH > 6H > 623H(piano). 383 damage. Builds 90% of a bar back. You could end with 236M for less damage, but hard knockdown close to you. At this point going for a 3rd bomb will cause the number of allowed moves to end and the combo drop, so this is much more consistent.

236L > H > PC > dash in > (If bomb misses and explosion flops opponent) > 5LM > 623A(S) > 5L > (bomb misses and explosion flops opponent) > dash in > 5L > 5LMH > 6H > 236M > PC > 5L > 5LMH > 6H > 236M > opponent bounces twice > dash in > mash 2L during ground bounce. 417 damage. Builds 80% of a bar back. At this point going for a 3rd bomb will cause the number of allowed moves to end and the combo drop, so this is much more consistent.

236M > H > PC > dash in > (If bomb hits directly for spin) > 5L > 5M > 46M(S) > dash in > opponent bounces twice > 5L > 5LMH > 6H > 236M > PC after first hit > 5L > 5LM H > 6H > 623H(piano). 328 damage. Builds 95% of a bar back. 2 bar combo from the M starter. You could end with 236M for less damage, but hard knockdown close to you.

3 bar

623A

623A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > 236M > PC after first hit > dash in > 5L > 5LMH > 6H > GHA. 589 damage. Build 20% of a bar back. The 1 bar version with a GHA finish. Anti-air bomb (replace jM with forward dash) into 60% is a good way to start the final round…

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > PC > S-ON > 5LM > 623A(S) > (bomb hits opponent for spin) > jM > 5L > 5LMH > 6H > GHA. 650 damage. Builds half a bar back. Bomb flop into spin combo, with a GHA finish.

623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > PC > S-ON > 5LM > 623A(S) > (bomb misses and explosion flops opponent) > jM > 5L > 5LMH > 6H > 236M > opponent bounces twice > GHA as opponent bounces off the ground. 667 damage. Builds 40% of a bar back. Double bomb flop combo into GHA… for almost 70%!

236A > H

236L > H > PC > dash in > (If bomb hits directly for spin) > 5LM > 623A(S) > 5L > (If bomb hits directly for spin) > 5L > 5LMH > 6H > GHA 536 damage. Builds 30% meter back.

236L > H > PC > dash in > (If bomb hits directly for spin) > 5LM > 623A(S) > 5L > (If bomb misses and explosion flops opponent) > dash in > 5L > 5LMH > 6H > 623M > opponent bounces twice > GHA. 554 damage. Builds 40% meter back.

236L > H > PC > dash in (bomb misses and explosion flops opponent) > 5LM > 623A(S) > 5L > (bomb hits the opponent directly for spin) > dash in > 5L > 5LMH > 6H > GHA. 530 damage. Builds 25% meter back.

236L > H > PC > dash in (bomb misses and explosion flops opponent) > 5LM > 623A(S) > 5L > (bomb misses and flops opponent) > dash in > 5L > 5LMH > 6H > 236M > opponent bounces twice > GHA. 554 damage. Builds 40% meter back.

236M > H > PC > dash in > (If bomb hits directly for spin) > 5L > 5M > 46M(S) > dash in > opponent bounces twice > 5L > 5LMH > 6H > GHA. 466 damage. Builds 25% of a bar back. The medium starter into GHA. Almost 50% from that range is pretty good.
Last edited by FreeMeal on Fri Apr 07, 2017 11:51 am, edited 1 time in total.
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Re: Narancia Ghirga

Postby OneGamer2EnvyThemAll » Sat Apr 01, 2017 3:01 am

I found Narancia to be a weird one. Do you feel like most of his attacks should have had longer hitstun for the small openings they have?

Also, that quote is actually translated to "All I gotta do is make sure [the blaze] doesn't spread to the rest of the town".
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Re: Narancia Ghirga

Postby FreeMeal » Wed Apr 05, 2017 12:50 pm

OneGamer2EnvyThemAll wrote:I found Narancia to be a weird one. Do you feel like most of his attacks should have had longer hitstun for the small openings they have?

Also, that quote is actually translated to "All I gotta do is make sure [the blaze] doesn't spread to the rest of the town".


Sorry for the late reply.

Narancia I feel is definitely a 'weird' character, along with Whammu and some others. I haven't really had any problems with hit stun with him, really. S-ON 46A is easily convertible into a combo. Is there any specific move that's giving you trouble?

I went by the English translation so I'm not sure if we're talking the same quote or if that's how they translated it.
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Re: Narancia Ghirga

Postby OneGamer2EnvyThemAll » Thu Apr 06, 2017 8:22 am

I felt that if I didn't input the 2L whenever I Stand Rush, I would have to be frame perfect after dashing in with 5L.

"English translation" is far from being specific enough. Among the available sources that people can take that quote from are:
- The old Part 5 scans, which you definitely do not to take your quotes from for obvious reasons
- New B&W scans
- New colored scans (by the same team, but with different translators)
- ASB/EoH English localization, which is particularly known for butchering Part 5 stuff almost to the degree of old scans (i.e. "preparedness/preparation" instead of "resolve", and generally sounds like Giorno, Bruno, and Mista are spewing nonsense whenever they bring that word up)
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Re: Narancia Ghirga

Postby FreeMeal » Fri Apr 07, 2017 11:54 am

Ah, I'll just take out the quote. Who needs it. :deigo

So you dash in with 5L, and try to link a 2L after? I've never even tried to do that. I just go straight into 2Ls. That sounds like a heck of a link just for a jabs worth of damage.
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Re: Narancia Ghirga

Postby xzae99 » Thu Jun 15, 2017 10:01 pm

I didn't read everything you wrote so if I'm repeating over you then my mistake.

It's a tight timing but it is possible to throw>HHA instead of back throw into wall>HHA but I think trying to finish a match with this combo or a throw is situational.

You can also GHA>dash>HHA but it's only situational because doing a basic combo means you can't PC if you do try for this combo, you can stand rush his missile bomb but compare to his other combos, they'll do more damage. Let's say you're playing online and your opponent does a move that leaves him open for a long time and it's laggy meaning you couldn't dash so you GHA and oh wait, he's not dead, he has about 5 HP left then HHA for the win.

I feel like back throw is much better to connect with jH as you're distanced perfectly after being thrown and use right when you land which you can get a dash in. I haven't experience much with forward throw into jH since you're much closer to use jH so I stick with jM.

His command grab, 236A, and 623A are pretty good if used in general. You mentioned about conditioning and it works well against people who likes to jump a lot out of block strings or when they know you're likely to go for the command grab, you can use 236L/M to catch them for jumping as 236H is too slow to come out as the opponent will jump and punish you. I think light and medium 236 on hit should be safe and 623A works too if you want to go for it but you'll have to delay 5H/6H if you want to catch them. I think in ASB, hit on block has less of an open window to cancel into a special than hit stun.

S-on 5H and 2H are good moves if your opponent doesn't see it coming , it can be predicted easily I believe but if it hits and goes into 46A>stand rush>jM and so forth you can be safe somehow. For example, it works well against Rohan's dp since he doesn't move forward and stays in place. 5H can be used as an anti air because of its bigger hitbox and angle but the timing is difficult to rely on as it comes out slow.
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Re: Narancia Ghirga

Postby FreeMeal » Sat Jun 17, 2017 4:54 pm

Hmmm. Usually if I'm going to spend all three bars to finish someone off, then I may as well do a PC extended combo into GHA. It does much more damage, is much easier to do, and I get back some meter too. Even if it looks like it would kill, OTG HHA does so little damage that I'd be more comfortable holding onto that bar of meter.

jH after forward throw can hit, but if you time it differently it can whiff, which will leave a cautious opponent open for a throw. If they get crafty and try to 2L you can use jM to get a free combo instead.

I'd only use S-OFF 236A if I see them whiff a move in my face, so I can PC and get small combo. 623A is just way too risky to use outside of combos, imo. I'd rather Quick S-ON, dash under and punish or see if I could bomb them. 236A you have to be careful in a block string, as characters with good lows can still catch you. You especially have to be careful around the wall, as the opponent will stay beside you i they block, giving a full combo.

The windows for canceling are the same, its just when a move hits the opponent, it causes extra hit-stop, that makes the recovery on moves feel greater.

I do agree that S-ON 2H and 5H can be good for the uses you described. I usually use 5H to stuff jumps as they begin, then cancel into bomb mix-up.

Good to see other Narancia players.
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Re: Narancia Ghirga

Postby xzae99 » Sat Jun 24, 2017 12:54 am

Yeah I've barely use the quick S-on because I keep forgetting about its uses and I have use 236A against the wall and it didn't go so well for me. That's right, whiff 5H into bomb will cover you if timed right.

Some things I found for Narancia;

S-OFF

-5LM > quick S-on > Throw

5M moves you forward meaning you are closer to throw and other characters like Josuke's 5M does the same. Those two 5M doesn't require more movement if they are already close enough but with other characters you can simply hold forward to get that spacing.

S-ON

-LMH > 236L > 4 or 6(hold stand button) > HHA or
-PC > LM > 46M > dash > 5LMH > 6H > 623H (completely useless since damage scaling and there's the better alternative combo)

-2LMH > 236L > L > (right when the first shot whiffs) HHA or PC > LM > 46M ~

The idea is that you are forced to block while getting hit meaning you are unable to dodge. Jumping will cause you to get hit while sidestepping or parry dodging works but I do think it's possible for the timing to be enough where you'll have to rely on parry dodging it. I don't have a 2nd controller so I can't test this out.

Now here's a combo that actually needs a parry dodge;

1.25 Bar
-2M > 623A > SR > 5M > 6H > PC > S-on > 5LM > 46M(S) > jM or jH > 5LM > 6H(S) > 5LM > 236L or 236H > L

-Depending on your position you can use 2L as a filler
-Can be ended with HHA if you have more meter
-H normals can't be used in during stand rush but I believe characters with command normals that don't require a stand can be used, for example, Jotaro's star finger > stand rush > 2H. While that works but someone like Jolyne's 6H doesn't work as she uses her stand.

Oki

2M is active for a while with 6 hits that counts as lows which can cancel into 623A or 46A > stand rush

-Forward throw > dash > 2M > 46M ~
-Forward throw > step back > 46M > stand rush > forward jH ~
-Back throw > forward jH ~
-Back throw > 46L > stand rush > run and throw or
-run then neutral jL or jM
-run then forward jM

46L can be replaced with 46M and you can throw > stand on > 46A but the timing for things will be different and the forward jM is just to make yourself a bit safe if they use a reversal. His jump is low so he won't be able to jump characters like Johnny and Gyro on horses.
Last edited by xzae99 on Wed Jun 28, 2017 1:38 am, edited 3 times in total.
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Re: Narancia Ghirga

Postby FreeMeal » Sat Jun 24, 2017 3:39 pm

S-OFF
-5LM > quick S-on > Throw


That seems like an interesting gimmick, you could mix it up with attacks if they assume you'll throw, or do an H instead of Q S-ON.

-2LMH > 236L > L >


Never thought of using this as an oki option. Might be useful to close out a round.

-2M > 623A > stand rush > 5M > 6H > PC > 5LM > 46M > stand rush > dash forward jump > jM > 5LM > 6H > 236L or 236H > L
-H normals can't be used in during stand rush but I believe characters with command normals can be used.


So is this a combo, or a mix-up? If it's a combo then you can start with L, so 5LM > 623A(S) > 5LM > 6H > PC > S-ON > 5LM > 46M(S) > jM > 5L > 5LMH > 6H > 236L?

Either way I didn't know you could cancel into command normals during stand rush. Interesting.

Oki

2M is active for a while with 6 hits that counts as lows which can cancel into 623A or 46A > stand rush


That's neat, too.

Another good oki option is S-ON 2LMH > let the 2H finish, 623A(S) > jump over. Depending on the timing, the bomb won't hit, leaving them open to a throw. OR if you do it later, the opponent is locked down by splash damage and can be comboed.
https://www.youtube.com/channel/UCVSblR4L6Zdqrn5TpegI2hg For some JoJo and character creator stuff.
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Re: Narancia Ghirga

Postby xzae99 » Sat Jun 24, 2017 4:44 pm

So is this a combo, or a mix-up? If it's a combo then you can start with L, so 5LM > 623A(S) > 5LM > 6H > PC > S-ON > 5LM > 46M(S) > jM > 5L > 5LMH > 6H > 236L?

Either way I didn't know you could cancel into command normals during stand rush. Interesting.

It's a combo that leads into a knockdown enough for it to time an unblockable. I would leave it to one 5L instead of two and leave out the 5H during 5LMH because the timing could be difficult and it might be character specific on the timing. I haven't tested it on all characters but I tested your version and it does work as you said. You can start with 5LM but depending on the positioning you'll have to micro walk into 5M.

I was partly wrong about the command normals being used during stand rush. Command normals that doesn't use the stand can be used.

Examples
-Jotaro's 623H > SR > 2H
-Polnareff's 623A s> SR > 6M
-Annasui's 214H > SR > 6M

and it's universal that H moves that uses or doesn't use a stand can't be used during stand rush. Narancia is an exemptional example where his 6H doesn't use his stand which it can be used during SR. His 5H can't be used but 6H can.

These are some command normals that can't be used since they use their stand themselves so 5M will whiff instead.

Examples
-Josuke 4's 623A > SR > 6̶H̶
-Jolyne's 236A > SR > 6̶H̶
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Re: Narancia Ghirga

Postby xzae99 » Wed Jun 28, 2017 1:45 am

My mistake on my unblockable combo and I edited it out but I'll use your version as the example.

So is this a combo, or a mix-up? If it's a combo then you can start with L, so 5LM > 623A(S) > 5LM > 6H > PC > S-ON > 5LM > 46M(S) > jM > 5L > 5LMH > 6H > 236L?


5LM > 623A(S) > 5LM > 6H > PC > S-ON > 5LM > 46M(S) > jM or jH > 5L > 5LMH > 6H(S) > 5LM > 236L+L
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Re: Narancia Ghirga

Postby xzae99 » Wed Jun 28, 2017 8:35 pm

For consistency sakes, this combo/set up is

2.5 Bars

(S-on) 2LMH > dash > 623A(bomb bounce) > SR > jM > 5LH > 6H > PC > S-on > 2/5LM > 46M > SR > dash jump > jM or neutral/forward jH > 5LMH > 6H > 236L/M > dash > 5L > GHA

600+ damage

-can add more normals to combo
-first jL or jM will whiff if dash and SR are executed quickly, trick is to delay your movement like holding your run for a bit, jump or SR
-after PC and S-on, should be able use 5LMH or 5LH on certain characters like Hermes
-this combo may or may not work on everyone so you'll need to change it a bit
-the last 5L isn't necessary but to have it work is by having 236A hit on the last bullet to give a small bounce

(S-on) 2LMH > dash > 623A(bomb bounce) > SR > jM > 2LMH > 6H ~



Set Ups

(S-on) 2LMH > dash > 623A(bomb bounce) > SR > jL or jM into
-throw

-dash > neutral jump ~

-5L (S) > into a juggle but chances of pushing the opponent into explosion can be random

-(on block) 5L > 63214A

-2L > dash > S-on > 236L+L

-2L(S) > 236M+M > HHA

(S-on)

-236A stays out for a long time so you can delay from pressing a button

Forward throw > 236L+4 > PC > Bnb

2LMH > 236M+8 > PC > Bnb
-during wind up, you can shoot into PC low or PC walk and throw

2LMH > 236M+2 or 236H+2 > PC > Bnb
-236H+6 can be used as well to catch them off
Last edited by xzae99 on Thu Jul 06, 2017 6:19 am, edited 1 time in total.
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Re: Narancia Ghirga

Postby xzae99 » Thu Jul 06, 2017 6:17 am

Set ups/Combos

S-on 236A+2 or 8 can combo into 4 or 6.

-2LMH > 236M/H+2 or 8 > 4/6 > PC > 2L > 5M > 46M (S) > jL or jM > 2L > 5LMH > 6H > 623A

236A still needs to be delayed and you can fake 2 or 8 at the last moment to shoot once or a few into PC >2L or throw

-(Wall/Corner) 2LMH >236H+2 or 8 > PC > 2L > 5H > 623A (S) > 2L > 5L > 2L5L (6x) > 5M > 6H > 623A
8 will whiff sometimes.

______

If opponent doesn't punish by HHA or even maybe a 5L, you can,

2MH > 236M/H+2 > M > PC > dash > 5LM > 46M (S) > jH > 5M > 6H > HHA
There isn't enough block stun so this is pretty useless unless your opponent isn't paying attention and is only good to use one or a few times but if 2MH does knockdown you can still whiff this combo to time on the low sweep.
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