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. 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 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.
  • Attack!: Narancia has access to a rekka that has different chain follow-ups that he can use to control space and mix up opponents.
Playstyle
JJASBR Narancia Small Icon.png Narancia Ghirga is a Stand character who 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.
  • 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.
  • 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.
  • Low Health: Narancia is a glass cannon with some of the lowest health, making it easier for his opponent to defeat him with only a few interactions.

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 4 - - -2 -

Narancia attacks with a backhanded, upwards slap.

  • Fairly standard jab with short range.
5M
5M
JJASBR Narancia 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
23 Mid 6 - - -6 -

Narancia slashes upwards with his knife.

  • 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 12 - - -8 -

Narancia attacks with a kick.

  • Moves Narancia forward, giving it 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 6 - - -2 -

Narancia performs a backhanded slap.

  • 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 6 - - -6 -

Narancia slashes with his knife.

  • Similar to 5M, but with less range and slightly more damage.
  • Much 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 12 - - -8 -

Narancia attacks with a leg sweep.

  • Causes hard knockdown.
  • Not used often, as it has less range and is an inferior combo piece than 5H.
3H
3H
You bastard!
JJASBR Narancia 3H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
50 Mid 24 - - -16 -

Narancia takes a step forward and punts upwards.

  • Launches on hit.
  • 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 8 - - - -

Narancia kicks downwards.

  • 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 10 - - - -

Narancia stabs below him with his knife.

  • 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.
40 (10*4) Mid 12 - - - -

Narancia summons Aerosmith, who fires two shots diagonally downwards.

  • A strange jumping attack that involves projectiles.
  • Narancia himself does not have a hitbox during the attack.
  • The disjointed projectiles are excellent for catching people trying to hit Narancia out of the air.

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, 4*8) Mid - - - - -
Medium 100 (50, 5*10) Mid - - - - -
Heavy 120 (60, 5*12) Mid - - - - -

Narancia punches in front while summoning Aerosmith, who shoots a volley of bullets flying forward.

  • The distance travelled by both Narancia and Aerosmitch changes depending on the version used.
  • The projectiles only travel a very short distance relative to Aerosmith.
  • Triggers Rush Mode.
  • A safe ender for strings, but usually not a true blockstring, leaving it vulnerable to Stylish Guard.

L version:

  • Narancia remains in place, while Aerosmith advances the least.

M version:

  • Narancia moves forward slightly, while Aerosmith advances more.

H version:

  • Narancia takes a step forward, while Aerosmith advances the most.
623X
I'll shoot you through!
623L/M/H
JJASBR Narancia 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 52 (24, 2*14) [76 (24, 2*26)] Mid - - - - -
Medium 76 (24, 2*26) [100 (24, 2*38)] Mid - - - - -
Heavy 100 (24, 2*38) [124 (24, 2*50)] Mid - - - - -

Narancia summons Aerosmith, who rams the opponent with its propeller before shooting at an upwards angle.

  • The amount of bullets fired by Aerosmith changes depending on the version used.
  • Both Aerosmith and the bullets launch oppponents away on hit.
  • Can be extended by repeatedly pressing attack buttons, increasing the number of hits (and by extension, the damage). Data in [] is for the extended versions.
  • Narancia's DP and get-off-me tool. Invalidates most oki situations and even some blockstrings that have gaps.

L version:

  • Aerosmith fires the least bullets.
  • This version does not have invincibility.
  • The only version that can be cancelled into HHA.

M version:

  • Aerosmith advances more bullets.
  • This version has invincibility.
  • Cannot be Flash Canceled.

H version:

  • Aerosmith fires the most bullets.
  • This version has longer invincibility than the M version.
  • Cannot be Flash Canceled.
63214X
I don't need bullets to kill you!
63214L/M/H
JJASBR Narancia 63214X (1).png
JJASBR Narancia 63214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 87 (6*10, 27) Throw - - - - -
Medium 87 (6*10, 27) Throw - - - - -
Heavy 87 (6*10, 27) Throw - - - - -

Narancia sends out Aerosmith to grab the opponent from a distance. If it connects with the opponent, Aerosmith shreds them with its propeller as Narancia takes the chance to run up to them and jump-kick them high into the air.

  • The startup and distance Aerosmith travels is based on the version used.
  • Launches on a successful Throw.
    • Can be Flash Cancelled at the end of the animation, allowing for conversions into heavily scaled combos.
  • A command grab with unnaturally long range. Can be canceled from any of his normals for a quick tick throw.

L version:

  • Aerosmith advances about two characters away from Narancia.

M version:

  • Aerosmith advances about 1/3 of the screen.

H version:

  • Aerosmith advances short of half-screen.

Stand On

Normal Moves

Stand 5L
5L
JJASBR Narancia Stand 5L.png
Very annoying
Very annoying
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 (6.5*2) Mid 4 - - -10 -

Aerosmith shoots two bullets at point-blank range.

  • A super quick projectile normal.
  • Excellent poke and harassment tool.
Stand 5M
5M
JJASBR Narancia Stand 5M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 (3.5*6) Mid 8 - - -16 -

Aerosmith shoots a barrage of bullets a short distance forward.

  • A projectile normal with excellent range.
  • Has a lot of recovery if whiffed; doing so 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.
40 (5*5, 15) Mid 10 - - -20 -

Aerosmith flies forward and rams the opponent while performing barrel rolls.

  • Cannot be Flash Canceled.
  • 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!", and then into Stand Rush, is the main combo starter in Stand On.
Stand 2L
2L
JJASBR Narancia Stand 2L.png
Not as annoying
Not as annoying
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
12 (6*2) Low 10 - - -6 -

While crouching, Aerosmith shoots two bullets a short distance forward.

  • Similar to 5L but shoots lower, hits Low, and has more range.
  • Cannot be chained into itself or 5L.
Stand 2M
2M
JJASBR Narancia Stand 2M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
21 (3.5*6) Low 8 - - -12 -

While crouching, Aerosmith shoots a barrage of bullets a short distance forward.

  • Mostly identical to 5M, the differences being that Aerosmith shoots at a lower altitude and the shots hits Low.
Stand 2H
2H
JJASBR Narancia Stand 2H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 Low 12 - - -8 -

While crouching, Aerosmith flies forward and rams the opponent.

  • Causes hard knockdown.
  • Not used often.
Stand JL
j.L
JJASBR Narancia Stand Jump L.png
Like 5L, except in the air
Like 5L, except in the air
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
13 (6.5*2) Mid 8 - - - -

While in the air, Aerosmith shoots two bullets at point-blank range.

  • A two-hit, quick projectile.
  • Narancia's 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.
21 (3.5*6) Mid 12 - - - -

While in the air, Aerosmith shoots a barrage of bullets a short distance forward.

  • Bascially an aerial version of 5M.
Stand JH
j.H
JJASBR Narancia Stand Jump H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 (10*6) Overhead 16 - - - -

While in the air, Aerosmith flies forward and rams the opponent.

  • A multi-hit overhead, though only around 2-3 hits are likely to land against grounded opponents.
  • Can also be used to keep control of the air when jumping neutrally or backwards, as the active frames can stop opponents from approaching.

Special Moves

Stand 236X
I'll make you swiss cheese!
236L/M/H
JJASBR Narancia Stand 236L.png
Light
Light
JJASBR Narancia Stand 236M.png
Medium
Medium
JJASBR Narancia Stand 236H.png
Heavy
Heavy
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 48 (8*6) Mid - - - - -
Medium 64 (8*8) Mid - - - - -
Heavy 80 (8*10) Mid - - - - -

Narancia sends Aerosmith to shoot a volley of projectile bullets while advancing forward.

  • The version used changes Aerosmith's firing pattern.
  • Stand Rush-compatible.
    • Using Stand Rush and following the projectiles is one of Narancia's best ways of getting in on the opponent to apply pressure.
  • Narancia's fireball and main zoning tool.
  • Fast recovery allows it to be used in rapid succession.

L version:

  • Aerosmith shoots a spread mostly aimed downwards.
  • Bullets will travel nearly fullscreen.

M version:

  • Aerosmith shoots most of the bullets at a slight downwards angle.
  • Some of the bullets will travel fullscreen.
  • Most of the bullets will whiff against airborne characters.

H version:

  • Aerosmith shoots at a much steeper upwards angle.
  • Bullets stop after travelling a short distance.
  • Mostly useful for calling out a close-ranged full jump.
  • When canceled into from s.5M, Aerosmith fires from a lower altitude.
Stand 623X
Blast off!
623L/M/H
JJASBR Narancia Stand 623X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 60 Overhead - - - - -
Medium 60 Overhead - - - - -
Heavy 60 Overhead - - - - -

After a short delay, Aerosmith drops a bomb in front of Narancia.

  • The distance the bomb travels depends on the version used.
  • Launches on hit and causes hard knockdown, though the exact trajectory of the launch depends on how the bomb hits.
    • If the bomb hits directly, it launches mostly vertically.
    • If the explosion is what hits, the opponent is launched away.
  • Can hit OTG.
  • Stand Rush-compatible.
    • Throwing a bomb at the opponent and, through Stand Rush, following up with some low pressure is a powerful tactic.

L version:

  • Aerosmith drops the bomb right in front of Narancia.

M version:

  • Aerosmith drops the bomb a bit further away from Narancia.

H version:

  • Aerosmith drops the bomb about a character away from Narancia.
Stand 22X
Attack!
22L/M/H
JJASBR Narancia Stand 22X.png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 13 Mid - - - - -
Medium 13 Mid - - - - -
Heavy 13 Mid - - - - -

Narancia sends out Aerosmith forward to ram the opponent.

  • The version used determines how far Aerosmith is sent forward, as well as how fast it moves.
  • This move can be followed up with one of many follow-up attacks.
  • If opponent's back is to the wall, Narancia will experience pushback on hit or block despite Aerosmith not being tied to him.

L version:

  • Aerosmith flies about a character away from Narancia.

M version:

  • Aerosmith flies about 1/3 of the screen.

H version:

  • Aerosmith flies short of half-screen.
Stand 22X-6
Now's my chance!
6 during 22L/M/H
or
22L/M/H > 4/8 > 6
JJASBR Narancia Stand 22X-6.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
40 (10*4) Low - - - - -

Aerosmith shoots bullets while flying very low to the ground.

  • Can be canceled into itself up to two times.
  • The bullets travel slightly past halfscreen.
Stand 22X-4
Gonna send you flying!
4 during 22L/M/H
or
22L/M/H > 6/8 > 4
JJASBR Narancia Stand 22X-4.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
120 (15*8) Mid - - - - -

Aerosmith flies upward and shoots in a wide pattern towards the ground.

  • Can be canceled into itself up to two times.
  • Good at locking down the opponent.
Stand 22X-8
I'll shoot!
8 during 22L/M/H
or
236L/M/H > 6/4 > 8
JJASBR Narancia Stand 22X-8.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
32 (8*4) Overhead - - - - -

Aerosmith flies up and shoots diagonally downwards towards the enemy.

  • Can be canceled into itself up to two times.
Stand 214X
Shoot, shoot, shoot it up!
214L/M/H
JJASBR Narancia Stand 214X (1).png
JJASBR Narancia Stand 214X (2).png
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Light 49 (10, 2, 3.143*7, 15) Mid - - - - -
Medium 58 (10, 2.8*10, 20) Mid - - - - -
Heavy 67 (10, 2*11, 10, 25) Mid - - - - -

Aerosmith does some aerial maneuvers and then shoots at the opponent.

  • The version used determines how many bullets Aerosmith shoots.
  • Aerosmith's initial hitbox causes crumple on hit.
  • The bullets fired by Aerosmith launch on hit and cause hard knockdown.
  • Follow-up moves can be input afterwards.
  • Because of how Aerosmith flies upwards, this move makes for an excellent anti-air.
Stand 214X-L
Perfect timing!
L during 214L/M/H or 22L/M/H
or
L after 22L/M/H > 6/4/8
JJASBR Narancia Stand 214X-L.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
52 (10*4, 12) Mid - - - - KD

Aerosmith flies a short distance forward while shooting 4 bullets.

  • Causes a knockdown if Aerosmith hits the opponent.
Stand 214X-M
I'm gonna kill you!
M during 214L/M/H or 22L/M/H
or
M after 22L/M/H > 6/4/8
JJASBR Narancia Stand 214X-M.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 Overhead - - - - -

Aerosmith performs a loop and drops a bomb.

  • Launches opponents away on hit, and causes hard knockdown.
  • Can hit OTG.
  • Although visually and functionally similar to the L version of "Blast off!", there are two key differences between both moves: for "I'm gonna kill you!", the bomb itself cannot hit the opponent, nor is it Stand Rush-compatible.
Stand 214X-H
I know how to waste you!
H during 214L/M/H or 22L/M/H
or
H after 22L/M/H > 6/4/8
JJASBR Narancia Stand 214X-H.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
60 Low - - - - -

Aerosmith sweeps the opponent's legs.

  • Launches on hit.
  • Can hit OTG, and is capable of relaunching downed opponents.
  • Can lead to some of Narancia's most damaging combos when Flash Cancelled.

System Mechanics

Throw
Throw
Take that! And that!
5/4 + Any Two Attack Buttons
JJASBR Narancia Throw (1).png
JJASBR Narancia Throw (2).png
Forward
Forward
JJASBR Narancia Throw (3).png
Back
Back
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Forward 120 (25*3, 45) Throw 6 - - - -
Back 120 (30*2, 60) Throw 6 - - - -

Forward Throw:

Narancia relentlessly kicks the opponent 4 times.

  • Leaves the opponent close to Narancia.

Back Throw:

Narancia kicks the opponent twice, to then move behind them and land a side kick.

  • Leaves the opponent much further away than Forward Throw.
Assist
Assist
I'll shoot you through!
JJASBR Assault Assist Icon.pngJJASBR Assault Assist Icon.pngJJASBR Reversal Assist Icon.png
JJASBR Narancia Assist.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
124 (24, 2*50) Mid - - - - -

Narancia summons Aerosmith, who rams the opponent with its propeller before shooting at an upwards angle.

  • Assault Assist Stocks: 2
  • Reversal Assist Stocks: 1
  • Based on 623H (Extended)
  • Both Aerosmith and the bullets launch oppponents away on hit.
5S
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
JJASBR Narancia HHA (1).png
JJASBR Narancia HHA (2).png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
180 (10, 34*5) Overhead - - - - -

Narancia sends out Aerosmith to carpet bomb the whole area in front of him with a series of five dropped bombs.

  • Narancia's main combo ender. Deals alright 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.
  • Can hit 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
JJASBR Narancia GHA (1).png
Aerosmith!
Aerosmith!
JJASBR Narancia GHA (2).png
VOLA VOLA VOLA VOLA VOLA VOLA VOLA
VOLA VOLA VOLA VOLA VOLA VOLA VOLA
JJASBR Narancia GHA (3).png
Volare Via
Volare Via
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
330 (60+4*60+30) Mid - - - - -

Narancia commands Aerosmith to attack as it swoops low to the ground. If the attack is successful, Aerosmith will start hailing the opponent with an extended volley of bullets from below, carrying them high into the air. To finish, Aerosmith drops a bomb on the falling opponent that generates a massive, point-blank explosion.

  • Causes a groundbounce on hit.
  • Generally not worth using meter for; ending combos in HHA is generally preferable and more meter-efficient.

Costumes

Normal

Normal (Color 1)
Normal (Color 2)
Normal (Color 3)
Normal (Color 4)

Stand

Aerosmith (Color 1)
Aerosmith (Color 2)

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