Narancia Ghirga

PLAYSTYLE

950HP

Counter-hit fisher, using his projectile normals to interrupt the opponent for free damage.

Narancia is a character designed to be played at mid-range, where he has enough room to react to almost anything the opponent does and convert into combos. His main mode is S-ON, where he gets access to a variety of fast, safe, long reaching projectile normals that will interrupt any non-invincible physical attack. From there, he can then convert the counter into combos. S-OFF is very evasive due to Narancia’s small size, and gives him more damaging combos due to less scaling (at the cost of his neutral game).

Outside of his excellent normals, Narancia’s specials are pretty situational besides S-ON 46A and 623A. 46A is a very fast projectile used for combos and punishment, and 623A is a bomb that not only can be used as an excellent anti-air and combo starter, but can be used to control space as well. Most of his other specials are slow and often require meter to make them safe. With this, he becomes a bit straightforward, and he has a bit of trouble opening people up. As a result, Narancia becomes a character that relies on the opponent rushing him down. If they decide to play defensively, it can be hard for Narancia to make a comeback. Furthermore, while Narancia builds a lot of meter, his combos  give a lot of meter as well. This means the opponent is always primed for a comeback, and Narancia’s small size allows for more damaging juggle combos against him. He’s a bit difficult for new players to wrap their minds around, but once they do he’s fairly easy to play.

PROS

* Projectile normals will beat out any non-invincible physical attack.
* Good damage, even can combo off of anti-air.
* Builds a lot of meter.
* Small character makes him more evasive.
* Has very fast moves that are good for punishing and countering.
* With thought and restraint, his block-strings are safe.

CONS

* Very linear, making him susceptible to side-step.
* Small character means he can be juggled more.
* If the opponent turtles up, it can be hard to open them up.
* Comboing the opponent gives them a large amount of meter.
* Some moves aren’t very usable without meter, or very situational.

### Combos

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**:

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

623A(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.

   https://sp.nicovideo.jp/watch/sm27820728

Combo and matches showcase.