JoJo's Bizarre Adventure: All-Star Battle R/Narancia Ghirga

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Introduction

Narancia Ghirga is a major character in Vento Aureo, the fifth part of Jojo's Bizarre Adventure. In ASBR, Narancia is a very strong and oppressive character that can bully the opponent with his superior range and tools.

Narancia can adapt his gameplan based on the state of the match, switching freely between zoning out the opponent with projectiles and getting in the opponent's face to pressure them up close. In Stand On, his playstyle primarily revolves around harassing the opponent with big, disjointed normals and capitalizing off of stray hits, using Stand Rush to convert into high damage combos. In Stand Off, Narancia has much less range but is scary nonetheless, thanks to gaining access to a fully invincible DP that he can Flash Cancel for a full combo, as well as a command grab, and can Quick Stand On back into Stand On mode whenever he feels like he needs the range.

  • Aerosmith: Several of Narancia's attacks (mainly while in Stand On) are fully disjointed due to being projectiles. As such, these normals do not trigger certain counters such as Diavolo's GHA, Pinnacle of Eternity, as well as having other properties of projectiles.
Playstyle
JJASBR Narancia Small Icon.png Narancia Ghirga is a hybrid keepaway/rushdown character that can choose to either zone out the opponent or apply pressure based on the situation at hand.
Pros Cons
  • Oppressive Neutral: In Stand On, Narancia has access to massive, disjointed projectile normals that can easily outrange the majority of the other characters in the game. In addition, he has a multi-projectile fireball that goes fullscreen with "I'll make you swiss cheese!", which can make approaching difficult.
  • Gross Damage: Narancia's damage potential is incredibly high, with the potential of being able to kill some characters in a single combo with enough meter.
  • Scary Pressure: Many of Narancia's strings and special moves can be canceled with Stand Rush, allowing him to continue pressure relentlessly and keep the opponent blocking.
  • Ignorant DP: Narancia has access to a fully invincible DP in Stand Off with "I'll shoot you through!", which can be Flash Cancelled to either make it safe or convert into a full combo on hit, allowing Narancia to ignore oki situations for little risk and high reward.
  • Meter Hungry: Stand Rush is used constantly during combos and in pressure strings, using half of a bar of meter each time, which can add up quickly. He also wants to keep a bar on hand in order to be able to Flash Cancel "I'll shoot you through!" in a pinch.

Stats

Style Health Low Health Mode Hashtag(s)
Stand 850 Rumble #ASBR_NAR

Move List

JJASBR User Icon.png
JJASBR Stand Icon.png

Stand Off

Normal Moves

5L
5L
JJASBR Narancia 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -
  • Fairly standard jab with low range.
5M
5M
JJASBR Narancia 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid - - - - -
  • Decent range. Useful for picking up airborne opponents during combos.
5H
5H
JJASBR Narancia 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
35 Mid - - - - -
  • Advances Narancia forward and has very nice range.
  • Can combo into 3H to convert into a full combo.
2L
2L
JJASBR Narancia 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
14 Low - - - - -
  • Nearly identical to 5L, except it hits low.
2M
2M
JJASBR Narancia 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24 Low - - - - -
  • Similar to 5M with less range.
  • Like 5M, it is useful for picking up airborne opponents during combos.
2H
2H
JJASBR Narancia 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
37 Low - - - - -
  • A sweep that leads to a hard knockdown.
  • Not used often, going into 5H for a combo is generally much better.
  • Less range than 5H as well.
3H
3H
You bastard!
JJASBR Narancia 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
50 Mid - - - - -
  • Command normal that launches the opponent up into the air.
  • A bread and butter tool for starting and extending combos.
JL
j.L
JJASBR Narancia Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
18 Overhead - - - - -
  • A standard jump-in attack.
  • Best used during a dash jump from farther away.
JM
j.M
JJASBR Narancia Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
28 Overhead - - - - -
  • A good quick jump-in button for close range situations.
JH
j.H
JJASBR Narancia Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
10x2 Mid - - - - -
  • A strange jumping attack, shoots two projectiles diagonally downward.
  • Narancia himself does not have an attack hitbox during the attack.
  • The disjointed projectiles are excellent for catching people trying to hit you out of the air.
  • Not an overhead.

Special Moves

236X
You're not going anywhere!
236L/M/H
JJASBR Narancia 236X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 72 (40, 4x8) - - - - - -
Medium 100 (50, 10x5) - - - - - -
Heavy 120 (60, 12x5) - - - - - -
  • A safe ender for strings, but usually not a true block string, so is vulnerable to Stylish Guard.
  • The heavy version does a big chunk of guard bar damage.
623X
I'll shoot you through!
623L/M/H
JJASBR Narancia 623X.png
actually it was still my turn all along
actually it was still my turn all along
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 52, 76 with mashing Mid - - - - -
Medium 76, 100 with mashing Mid - - - - -
Heavy 100, 124 with mashing Mid - - - - -
  • Narancia's get-off-me tool. Invalidates most oki situations and even some block strings that have gaps.
  • The light version is not invincible, and the medium version has less invincibility than the heavy version. There's little reason to use light or medium as they can all be Flash Cancelled.
  • As said, can be Flash Canceled to make it safe on block or whiff or to go into a full combo if the opponent got hit by it.
  • Can mash attack buttons during the animation for more hits.
63214X
I don't need bullets to kill you!
63214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 87 - - - - - -
Medium 87 - - - - - -
Heavy 87 - - - - - -
  • A slow command grab that sends out Aerosmith to grab the opponent from a distance.
  • Since it's fairly slow and travels a fair distance, can be canceled from any of your normals for a tick throw.
  • Can be flash cancelled at the end of the animation for a combo, but will be heavily scaled.
  • The startup and distance Aerosmith travels is based on the strength of the button used.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Narancia Stand 5L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 Mid - - - - -
  • A super quick projectile normal, shooting only once.
  • Excellent poke and harassment tool. Very annoying.
Stand 5M
5M
JJASBR Narancia Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Mid - - - - -
  • A projectile normal that shoots a barrage of bullets with excellent range.
  • Has a lot of recovery if whiffed, getting jumped in on while whiffing this is a death sentence.
  • A lot of characters can't deal with the range of this button other than jumping in. Expect the jump and punish them.
Stand 5H
5H
JJASBR Narancia Stand 5H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5*5, 15 Mid - - - - -
  • Not a projectile normal, but a good big button nonetheless.
  • Can sometimes be used as an anti-air at the right distances.
  • Hit confirming this into "I'll make you swiss cheese!" Stand Rush is your main combo starter in Stand On.
Stand 2L
2L
JJASBR Narancia Stand 2L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 Low - - - - -
  • Identical to 5L except it's a low and shoots lower.
  • Unlike 5L, it can be chained into itself on hit or block, making it even more annoying to deal with.
Stand 2M
2M
JJASBR Narancia Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 Low - - - - -
  • Identical to 5M except it's a low and shoots lower.
Stand 2H
2H
JJASBR Narancia Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low - - - - -
  • Aerosmith sweeps the opponent for a hard knockdown. Not used often.
Stand JL
j.L
JJASBR Narancia Stand Jump L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6 Mid - - - - -
  • A single quick projectile. Like 5L, except in the air.
  • Your quickest option for trying to hit someone air-to-air.
Stand JM
j.M
JJASBR Narancia Stand Jump M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -
  • Like 5M, Aerosmith shoots multiple projectiles forward.
Stand JH
j.H
JJASBR Narancia Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 Overhead - - - - -
  • A multi-hit overhead with huge range. A very scary jump-in button.
  • Can also be used to keep control of the air by neutral or back jumping with this. The extended range can stop the opponent from approaching from the air.

Special Moves

Stand 236X
Attack!
236L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - Mid - - - - -
Medium - - - - - - -
Heavy - - - - - - -
  • Narancia sends out Aerosmith forward and prepares for a follow up attack. This move does not actually do anything on it's own, but can be followed up with one of many follow up attacks that can only be done while in this state.
  • The strength of the button determines how far Aerosmith is sent forward.
Stand 214X
Shoot, shoot, shoot it up!
214L/M/H
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light - Mid - - - - -
Medium - Mid - - - - -
Heavy - Mid - - - - -
  • Aerosmith does some aerial maneuvers and then shoots at the opponent, with Aerosmith having a hitbox during the initial part of the move. Follow up moves can be input afterwards.
  • Because of how Aerosmith flies upwards, this move makes for an excellent anti-air.
Stand 214X-4
Gonna send you flying!
4 during 236X or 214X
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Follow up move where Aerosmith flies upward and shoots in a wide pattern towards the ground. Good at locking down the opponent.
Stand 214X-2
Now's my chance!
2 during 236X or 214X
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Follow up move where Aerosmith shoots bullets very low to the ground. The bullets travel full screen and hit as a low.
Stand 214X-8
I'll shoot!
8 during 236X or 214X
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -
  • Follow up move where Aerosmith shoots diagonally downwards towards the enemy.
Stand 214X-L
Perfect timing!
L during 236X or 214X
or
L after 8/4/2 during 236X or 214X
JJASBR Narancia Stand 214X-L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Mid - - - - -
  • Follow up move that shoots bullets from Aerosmith. Leads to a hard knockdown.
Stand 214X-M
I'm gonna kill you!
M during 236X or 214X
or
L after 8/4/2 during 236X or 214X
JJASBR Narancia Stand 214X-M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Overhead - - - - -
  • Follow up move where Aerosmith drops a bomb, identical to "Blast off!"
Stand 214X-H
I know how to waste you!
H during 236X or 214X
or
L after 8/4/2 during 236X or 214X
JJASBR Narancia Stand 214X-H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Low - - - - -
  • Follow up move where Aerosmith sweeps the opponent's legs with a low. Can lead to some of Narancia's most damaging combos when Flash Cancelled.
Stand 46X
I'll make you swiss cheese!
46L/M/H
JJASBR Narancia Stand 46X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 8x6 Mid - - - - -
  • Narancia's fireball and main zoning tool. The light version shoots directly forward in a straight line.
  • Fast recovery, can be used in rapid succession.
  • All strengths can be Stand Rushed, using Stand Rush and following the projectiles is one of your best ways of getting in on the opponent to apply pressure.
Medium 8x8 Mid - - - - -
  • The medium version shoots most of the bullets at a slight upward angle, making it able to hit opponents in the air as well as on the ground.
  • Most of the bullets will whiff on crouching characters, but some will still land if they are tall enough.
Heavy - Mid - - - - -
  • The heavy version shoots at a much steeper upwards angle and the bullets stop short after a distance, not going full screen.
  • Mostly only useful for calling out a closer ranged full jump.
Stand 623X
Blast off!
623L/M/H
JJASBR Narancia Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 100 Overhead - - - - -
Medium 100 Overhead - - - - -
Heavy 100 Overhead - - - - -
  • Aerosmith drops a bomb in front of Narancia after a short delay. The bomb hits as an overhead.
  • The distance the bomb travels is based on the strength of the button used.
  • Can be Stand Rushed. Throw an overhead bomb at your opponent and follow it up with some low pressure!
  • Affects the opponent differently depending on how the bomb hits. If the bomb hits directly, it leads to a regular knockdown. If the bomb hits the ground and the lingering explosion hits the enemy, it will instead lead to a ground bounce type knockdown.

System Mechanics

Throw
Throw
Take that! And that!
5/4 + Any Two Attack Buttons
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 120 Throw - - - - -
  • Notes 1
  • Notes 2
Back 120 Throw - - - - -
  • Notes 1
  • Notes 2
Assist
Assist
I'll shoot you through!
JJASBR Narancia Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
24, 4*13 Mid - - - - -
  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 2
  • Based on 623L
Stand On
Stand On/Off
5S
JJASBR Narancia Stand On.png
Stand On
Stand On
JJASBR Narancia Stand Off.png
Stand Off
Stand Off
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

(Un)Summons Aerosmith, altering Narancia's moveset and abilities.

Heart Heat Attack

I'll make it even bigger!
236 + Any Two Attack Buttons
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
180 Overhead - - - - -
  • Narancia's main combo ender. Very good damage and leads to a hard knockdown, although it usually sends the opponent to the opposite side of the stage, making it tricky to follow up.
  • Hits OTG.
  • Can work as an anti-air as Aerosmith itself has an initial hitbox as it comes out.

Great Heat Attack

Volare Via
236L+M+H
VOLA VOLA VOLA VOLA VOLA VOLA VOLA
VOLA VOLA VOLA VOLA VOLA VOLA VOLA
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
330 Mid - - - - -
  • Too expensive and generally not worth using meter for. Ending combos in HHA is generally better use of your meter.
  • Animation is pretty tight though.

Navigation

General
FAQ
Controls
Stages
HUD
System
Esoterics
Character Data
Patch Notes
Glossary
JJASBR Part 1 Emblem.png
Phantom Blood
Jonathan
Zeppeli
Speedwagon
Dio Brando
JJASBR Part 2 Emblem.png
Battle Tendency
Joseph
Caesar
Lisa Lisa
Stroheim
Wamuu
Esidisi
Kars
JJASBR Part 3 Emblem.png
Stardust Crusaders
Jotaro (Part 3)
Old Joseph
Avdol
Kakyoin
Polnareff
Iggy
Hol Horse
Mariah
Pet Shop
Vanilla Ice
DIO
JJASBR Part 4 Emblem.png
Diamond is Unbreakable
Josuke (Part 4)
Jotaro (Part 4)
Koichi
Okuyasu
Yukako
Rohan
Shigechi
Yuya
Keicho
Akira
Kira
Kosaku
JJASBR Part 5 Emblem.png
Vento Aureo
Giorno
Bucciarati
Mista
Narancia
Fugo
Trish
Abbacchio
Prosciutto
Ghiaccio
Risotto
Diavolo
JJASBR Part 6 Emblem.png
Stone Ocean
Jolyne
Ermes
Foo Fighters
Anasui
Weather
Pucci (WS)
Pucci (Final)
JJASBR Part 7 Emblem.png
Steel Ball Run
Johnny
Gyro
Diego
AW Diego
Valentine
JJASBR Part 8 Emblem.png
JoJolion
Josuke (Part 8)
Wonder of U
Baoh the Visitor
Baoh