PLAYSTYLE
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.