GGST/Nagoriyuki

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Overview

Overview

Nagoriyuki is a mid-ranged powerhouse who dynamically shifts between extended pressure strings which threaten strike/throw mix-ups and space control with massive normals, depending on what the Blood Rage mechanic allows.

Nagoriyuki's long and rewarding f.SGGST Nagoriyuki fS1.pngGuard:
Mid
Startup:
14
Recovery:
28
Advantage:
-17
and 2SGGST Nagoriyuki 2S.pngGuard:
Low
Startup:
11
Recovery:
15
Advantage:
-5
control mid-ranged neutral. 5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
has the range and frame data to provide strong stagger pressure. His exceptional special moves are uniquely special-to-special cancelable. This includes FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
, a command dash that compensates for his weak mobility and grants devastating pressure and strike/throw mix-ups when combined with other moves. KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
is an especially powerful frame trap that doubles as a gap-closing tool.

Using specials has the side effect of filling Nagoriyuki's unique resource, the Blood Gauge. Filling it boosts the speed and power of all his sword normals. His H normals also receive boosted range, transforming 5HGGST Nagoriyuki 5HComparison.pngGuard:
Mid
Startup:
18
Recovery:
27
Advantage:
-14
and 2HGGST Nagoriyuki 2HComparison.pngGuard:
Mid
Startup:
17
Recovery:
29
Advantage:
-17
into outstanding space control tools against grounded and aerial opponents, respectively. However, filling the gauge completely activates Blood Rage, a state so punishing that triggering it during ill opportune moments renders defeat near certain.

Depleting the Blood Gauge by landing sword normals or by feasting with Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuard:
Ground Throw
Startup:
7
Recovery:
48
Advantage:
NA
is vital for averting an untimely demise to Blood Rage. Blood Gauge management requires situational awareness and adeptly shifting tactics midmatch. Manage the gauge well to benefit from enhanced sword normals at high blood levels and stellar special moves at low blood levels.

Memorise the Blood Gauge's behavior by heart and sharpen your instincts to stop approaches with your blade. Now it’s time to feast!
Playstyle
Nagoriyuki (名残雪), classified as a One Shot type, is a noble vampire samurai who exchanges bloodlust for long range, fearsome pressure and massive damage.
Pros Cons
  • Massive Range: Nagoriyuki's giant katana lets him control space from further ranges than most characters. His range must be respected because of the high damage of each hit.
  • Blood Gauge: Increasing the Blood Gauge boosts the range, speed and power of his sword normals, transforming them into outstanding space control tools.
  • Astounding Durability: Equipped with a strong defense modifier, a high Guts Rating and a command throw that restores health, Nagoriyuki is as durable as a warrior can be.
  • Special Cancels: Has the unique ability to cancel specials into other specials, allowing for unique pressure routes and combo routes.
  • Brutal Punishment: Nagoriyuki's long range, high damage and special cancels allow him to massively punish any mistake, especially on a counter hit. He is classified as a One Shot type for a reason.
  • Strong Pressure: Nagoriyuki has strong strike/throw mix-ups and frame traps thanks to FukyoGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/A
    . This is reinforced by his normals dealing chip damage and his strong command grab. He can also Fukyo backwards to bait responses and punish.
  • Blood Rage: A full Blood Gauge forces Nagoriyuki into Blood Rage, a mode that is difficult to exit and has three punishing drawbacks:
    • He loses access to all of his special moves.
    • 50% of his maximum health is drained during its duration.
    • The activation has a long, easily punishable animation.
  • Limited Mobility: Does not have a dash, air dash or double jump. FukyoGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/A
    forces him to spend blood in order to approach quickly. The lack of special moves in Blood Rage means he cannot command dash, either.
  • Weak to Pressure: Nagoriyuki's limited mobility exacerbates weaknesses on defense. Tactics for escaping the corner involve super jumping or air dashing over the opponent's reset. Nagoriyuki can't air dash and his super jump has long startup, forcing the user to look for opportunities to punish, abare or reversal.
Note: Nagoriyuki's Super jump is unique, and behaves more similarly to a launch jump from other games. It covers more horizontal and vertical distance than other jumps. Its downside is significant startup. This can both help and hurt Nagoriyuki depending on the circumstance and match-up. Tied to this is how slow movement can exacerbate problems on defense. Common tactics for getting out of the corner involves super jumping or air dashing over the opponent's reset. Nagoriyuki can't air dash and his super jump has significant startup, forcing the user to look for opportunities to punish, abare, reversal, or otherwise force a turn.
Nagoriyuki
GGST Nagoriyuki Portrait.png
Defense:0.96
Guts Rating:4
Prejump:5 [high jump: 10]
Backdash:23/1~6 strike invuln/1~16 airborne
Weight:Heavy
Unique Movement Options:Fukyo, Unique Super Jump, No Run, No Airdash, No Double Jump
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146S (9F) (Normal state only)
632146H (21F) (Blood Rage only)

Blood Gauge & Blood Rage

GGST Nagoriyuki BloodrageGauge.png
The Blood Gauge shown above is slightly more than half full
Normal state
Blood Rage state

The Blood Gauge is a mechanic exclusive to Nagoriyuki. The gauge will start to fill when he uses special moves. He can cancel special moves into each other, which stacks their effects. Filling the gauge increases the speed and power of his sword normals, as well as the range of his H normals. The gauge depletes if he lands any sword normal (5DGGST Nagoriyuki 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
being the sole exception), Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuard:
Ground Throw
Startup:
7
Recovery:
48
Advantage:
NA
(623P) or WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuard:
Mid
Startup:
7+(173 Flash)+2
Recovery:
54
Advantage:
-37
(632146S). It also depletes passively over time.

Increasing the Blood Gauge by one or two bars to take advantage of enhanced sword normals is a crucial aspect of Nagoriyuki's gameplan. However, filling it completely is dangerous because it forces Nagoriyuki into Blood Rage, a mode with several immense drawbacks.

  • Loss of specials: Blood Rage disables Nagoriyuki's specials, impairing his ability to approach and mix up enemies. Without specials, Nagoriyuki is forced to walk, jump, or high jump in order to close space. This leaves him with little to open up a patient player with.
  • HP depletion: Blood Rage drains 50% of Nagoriyuki's maximum health over its duration, making every second spent in Blood Rage very costly. The health depletion cannot KO Nagoriyuki, but it persists even if Nagoriyuki is being comboed. As a result, getting caught in a combo during Blood Rage can spell a swift end.
  • Transformation animation: Entering Blood Rage forces a lengthy, vulnerable animation, allowing any character to whiff punish. On block the animation is less unsafe at -12, but still leaves him consistently punishable.

In addition, Nagoriyuki has no good way to exit Blood Rage. The player can either let Blood Rage end naturally at the cost of 50% of their maximum health, or spend 50% Tension on ZansetsuGGST Nagoriyuki Zansetsu2.pngGuard:
Mid
Startup:
11+(58 Flash)+10
Recovery:
80
Advantage:
-66
(632146H) to end it early. The latter option is a -66 mid, which is punishable even at long distances. The advantages of Blood Rage is that his sword normals receive further buffs to range and damage and that he gets access to Zansetsu. The drawbacks of the mode massively outweigh the advantages, however, so it should generally be avoided.

Nagoriyuki players must constantly keep note of how filled the Blood Gauge is and manage it carefully to avoid entering Blood Rage. It is integral to understand how to maximise the benefits while mitigating the drawbacks of Blood Gauge in order to play Nagoriyuki effectively. That being said, there are some specific scenarios where skilled players can make use of intentionally activating Blood Rage.

For more information on intentional Blood Rage activation and Blood Gauge in general, see the Strategy page.

Normal Moves

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 5 3 9 0 -

Nagoriyuki's fastest strike. Useful for abare and as an occasional anti-air.

A standard jab. It's Nagoriyuki's only frame 5 strike, making it important for mashing out of grabs on wake up and for scramble situations.

An essential anti-air to use against moves that hit too low to the ground for 6P's upper-body invulnerability, such as May's IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. j.SGGST May j.S.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
.

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 7 2 12 0 -

A phenomenal kick attack. It's an amazing poke as well as a strong Stagger PressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. option.

5K is one of Nagoriyuki's most important moves. Its range is impressive for its speed. It has threatening gatling options and special cancels and is neutral on block, which means that it can be staggered to make offense more unpredictable. This makes it useful for tick throw set-ups when combined with the forward momentum gained from a 236K. The reward on hit is impressive for such a fast move. With blood to spend, it can lead to midscreen to corner carry combos that deal 50% damage with a wall break. It’s undoubtedly the most rewarding K button in the game.

  • Needs one blood bar to combo into 6H against a standing opponent.
Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Mid 7 6 10 +3 -

A very powerful, plus on block normal. A magnificent tool for pressure and combos.

Nagoriyuki uses his shortsword for a quick slash. Its strong frame advantage and many active frames make it strong during pressure and as a meaty attack. With momentum from FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
(236K), two c.S can reliably be used in a row to pressure the opponent. Gatlings from c.S lead to strong counter hit combos, dissuading the opponent from retaliating. c.S is a great anti-air against opponents directly above you due to its speed and high hitbox, but lacks upper-body invulnerability of 6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
and ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
(623H).

c.S is a powerful combo starter. It lifts a grounded opponent into the air, allowing for two c.S hits up close, such as with 236K momentum or in the corner. On block, gatlings 6H and 2S are a true blockstring at any Blood Gauge level. 5H and 2H are a true blockstring at one blood bar or more.

A staple of Nagoriyuki's offense, c.S is an oppressive tool that is sure to instill fear in even the most robust opponents.

  • Does not interact with the Blood Gauge in any way.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S Level 1 25 Mid 16 3 28 -17 -
f.S Level 2 30 Mid 14 3 28 -17 -
f.S Level 3 35 Mid 12 3 28 -17 -
f.S Level BR 45 Mid 12 3 28 -17 -

A long reaching stab attack. A good choice for poking, pressure and combos that also complements Nagoriyuki's other space control tools.

f.S is Nagoriyuki’s longest poke at 0 blood bars, though it is a bit slow and has long recovery. It improves at higher blood levels due to speed and power buffs, patching up two of the move’s shortcomings. It’s a strong pressure starter due to its gatlings and special cancel options. However, the hitbox is lacking vertically, making it vulnerable to low-profile moves. Comboing into f.SSS significantly reduces the Blood Gauge, making f.S a strong whiff punisher at high blood. It’s also a great combo tool for increasing wall carry.

An essential tool for many aspects of Nagoriyuki's gameplan, f.S is a move that's easy for anyone to make good use of when familiarised with its range.

  • Lowers Blood Gauge on hit (-2.4%).
  • With each bar of Blood Gauge, speed and power are improved.
Gatling Options: f.SS, 5H, 2H
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
f.S Level 1 90% -14 Mid 1500 1000 2 300 80% 10% -
f.S Level 2 90% -14 Mid 1500 1000 2 300 80% 15% -
f.S Level 3 90% -14 Mid 1500 1000 2 300 80% 20% -
f.S Level BR 90% -14 Mid 1500 1000 2 300 80% 35% -

f.S Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SS

f.S Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SS

f.S Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SS

f.S Level BR:

  • Cancels into f.SS

f.SS

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.SS Level 1 25 Mid 13 3 19 -8 -
f.SS Level 2 30 Mid 13 3 19 -8 -
f.SS Level 3 35 Mid 13 3 19 -8 -
f.SS Level BR 45 Mid 13 3 19 -8 -

The second hit of Nagoriyuki's f.S rekka. Extends combos and pressure that f.S initiates, and leads to decent mix-ups of its own.

Nagoriyuki advances while swinging his sword. f.SS amplifies the capabilities of f.S. It gives Nagoriyuki more combo routes and boosts wall carry. It's also a valuable mix-up tool. If nothing is pressed afterwards, Nagoriyuki feints the animation for f.SSS, which can keep the opponent on their toes and let the user escape a punish. The natural frame trap between the two strikes allows f.SSS to hit an opponent pressing buttons. However, f.SSS is -25 on block and cannot be special cancelled, so it's best to use specials instead. The best choices are ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
(623H) which must be manually delayed, or KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
(214H) which has a natural frame trap; both give great reward on counter hit. f.SS > 214H > 623HH grants three frame traps. Should the opponent block all strikes, a backward FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
(214K) lets the user disengage safely.

  • Lowers Blood Gauge on hit (-2.4%).
    • Total Blood Gauge reduction for f.S > f.SS on hit is -4.8%.
Gatling Options: f.SSS
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
f.SS Level 1 - -5 Mid 1500 2000 2 700 60% 10% -
f.SS Level 2 - -5 Mid 1500 2000 2 700 60% 15% -
f.SS Level 3 - -5 Mid 1500 2000 2 700 60% 20% -
f.SS Level BR - -5 Mid 1500 2000 2 700 60% 35% -

f.SS Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SSS

f.SS Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SSS

f.SS Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SSS

f.SS Level BR:

  • Cancels into f.SSS

f.SSS

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.SSS Level 1 25 Mid 14 6 38 -25 -
f.SSS Level 2 30 Mid 14 6 38 -25 -
f.SSS Level 3 35 Mid 14 6 38 -25 -
f.SSS Level BR 80 Mid 14 6 38 -25 -

The finisher to Nagoriyuki's f.S rekka. Useful as a combo finisher and occasional blockstring extender if backed up with a Roman Cancel.

A strike that frame traps from f.SS. It's an alternative to ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
(623H) and KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
(214H) after f.SS on block if the user wishes to decrease the Blood Gauge. It also drains an impressive 64.8 blood points on block, which is higher than any other blocked move. However, f.SSS is unsafe on block and does not lead to any combos on hit or counter hit. Therefore, it is best used with 50% Tension. That allows the user to PRC for safety on block and reduce the Blood Gauge without opening the opponent up. On hit, f.SSS > RRC provides combo opportunities while reducing the gauge.

f.SSS is also a staple combo finisher in juggle combos due to its long range, wall carry and high Blood Gauge reduction. It's a great choice for finishing a combo that has been extended by using special moves, as it will mitigate said combo's Blood gauge increase. It can also wallsplat, allowing the user to combo into c.S or WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuard:
Mid
Startup:
7+(173 Flash)+2
Recovery:
54
Advantage:
-37
(632146S).

  • Lowers Blood Gauge on block/hit (OB -21.6%, OH -38.4%).
    • Total Blood Gauge reduction for f.S > f.SS > f.SSS on hit is -43.2%.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
f.SSS Level 1 - HKD Mid 2500 1000 4 500 100% 10% -
f.SSS Level 2 - HKD Mid 2500 1000 4 500 100% 15% -
f.SSS Level 3 - HKD Mid 2500 1000 4 500 100% 20% -
f.SSS Level BR - HKD Mid 2500 1000 4 500 100% 35% -

f.SSS Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)

f.SSS Level 2:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)

f.SSS Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)

f.SSS Level BR:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)

5H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H Level 1 60 Mid 20 6 27 -14 -
5H Level 2 65 Mid 18 6 27 -14 -
5H Level 3 70 Mid 16 6 27 -14 -
5H Level BR 91 Mid 16 6 27 -14 -

A massive horizontal sword slash. One of the best space control tools GGST has to offer, and a good punisher. Also a rewarding frame trap option.

With one or more blood bars, 5H has outstanding range and good speed, outranging even f.S. At two blood bars it is a great tool to keep the opponent at bay, especially considering Nagoriyuki's limited options. It’s an excellent tool for bullying characters with less range than Nagoriyuki, which is most characters. 5H covers ground space well, but can be vulnerable to jump-ins and certain Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. On hit, cancel into FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
(236K) to maintain optimal spacing and keep up the pressure. On counter hit, cancel into 236K and go for 6HGGST Nagoriyuki 6HComparison.pngGuard:
Mid
Startup:
16
Recovery:
30
Advantage:
-17
or 5H OTG for good, stable damage.

5H is a move that can make or break space control. Learn to recognize how far each blood level will allow 5H to reach, and study the opponent's movement patterns to determine when to swing. With correct usage, an impatient opponent can always be kept at bay.

  • Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
  • With each bar of Blood Gauge, range, speed and power are improved.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
5H Level 1 - KD Large 2500 1000 4 300 80% 10% -
5H Level 2 - KD Large 2500 1000 4 300 80% 15% -
5H Level 3 - KD Large 2500 1000 4 300 80% 20% -
5H Level BR - KD Large 2500 1000 4 300 80% 35% -

5H Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

5H Level 2:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

5H Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 50 High 20 3 26 -15 -
Charged 62 High 28 3 26 -10 -
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Nagoriyuki uses his long sword for a quick overhead. Being his only standing overhead, 5D turns into a threatening mixup option when 50 Tension is available. Can be gatlinged into from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • During homing dust, using j.S, j.H, and j.D will recover Blood Gauge like they normally would.
    • Gives Nago a double jump that he wouldn't normally have.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using j.H drains 8 times as much of the blood gauge as j.S or j.D do, so route in as many j.H as possible to maximize recovery of the Blood Gauge.

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 Mid 6 3 11 -2 -

A standard low jab. Primarily used for abare, as a slightly slower alternative to 5P that hits lower.

2P is a decent move for scramble situations where the opponent uses Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. However, some moves can still slip under it, and the reward on hit is low. It is also one frame slower than 5P, which makes it more likely to lose to some moves that 5P would not. A rather unremarkable attack overall.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 7 5 8 -1 -

A low kick with minor low-profile properties. Useful as a low mix-up and as a meaty attack.

The speed of 2K makes it a decent mix-up and Nagoriyuki's best low at close range. It can be used from an empty jump to hit an opponent expecting an aerial attack, though aerial approaches are far from Nagoriyuki's specialty. Because of its high amount of active frames, 2K becomes plus on block if it hits late. 2K's very low pushback on block means tick throws are possible even with FD. On counter hit, 2K can combo into c.S. These factors make 2K an excellent meaty option if there isn't enough time to get in range for a c.SGGST Nagoriyuki cS.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
+3
.

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S Level 1 32 Low 12 4 15 -5 -
2S Level 2 37 Low 11 4 15 -5 -
2S Level 3 42 Low 10 4 15 -5 -
2S Level BR 54 Low 10 4 15 -5 -

A slash low to the ground. With excellent range and frame data, 2S is rewarding space control tool that is nigh impossible to punish.

This is a contender for the strongest mid-ranged poke in the game. It has a great combination of speed and range. It's likely to score a counter hit or interrupt a grounded approach when used in footsies range. It also has short whiff recovery, which means that throwing out a second 2S after one missed is effective for interrupting aggressive opponents. If the opponent jumps while 2S is out, there might be enough time to interrupt their approach with an anti-air. In addition, the hitbox of 2S hits low enough to counter Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves, such as I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
or Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
. Thanks to Nagoriyuki’s powerful special moves, 2S is exceptionally rewarding for an S button.

When mixed with other poking moves, 2S can really get into the opponent's head. The threat of the move will likely make them play more carefully, giving the user more opportunities to enforce offense. It's impossible to overstate how strong of a move this is.

  • Lowers Blood Gauge on hit (-2.4%).
  • With each bar of Blood Gauge, speed and power are improved.
  • On hit, gatling 5H combos at 2 blood bars or higher.
Gatling Options: 5H, 2H

2H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H Level 1 50 Mid 19 7 29 -17 -
2H Level 2 55 Mid 17 7 29 -17 -
2H Level 3 60 Mid 15 7 29 -17 -
2H Level BR 78 Mid 15 7 29 -17 -

A massive, highly rewarding anti-air. Best used preemptively to interrupt aerial approaches from longer distances, such as IAD approaches.

2H is sluggish, but compensates with sheer size. While a move this huge is valuable as an anti-air, getting too cocky with it can spell trouble as the move has its fair share of weaknesses. It lacks the speed and upper body invulnerability of moves like 6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
and ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
(623H). This means that a slow or improper read makes the user likely get counter hit. The long recovery frames also means that Nagoriyuki's turn ends if it whiffs. On the flip side, 2H is massively rewarding on counter hit, and on block, the blockstun is high enough to initiate offense if 2H is canceled into FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
(236K). However, the speed and range of 2H isn't impressive with 0 blood bars, other anti-airs are better in that scenario. It's when boosted by one or more blood bars that 2H truly shines.

With the right read, 2H will make an opponent who approaches predictably regret their decision. A lot.

  • Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
  • With each bar of Blood Gauge, range, speed and power are improved.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
2H Level 1 - KD Large 2500 1000 4 500 60% 10% -
2H Level 2 - KD Large 2500 1000 4 500 60% 15% -
2H Level 3 - KD Large 2500 1000 4 500 60% 20% -
2H Level BR - KD Large 2500 1000 4 500 60% 35% -

2H Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

2H Level 2:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

2H Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 12 3 18 -7 -

Standard sweep. Only sees use in combos and blockstrings due to being outperformed by other lows in neutral.

The range and frame data of 2D are decent. On hit, it can combo into 6H > 236K for good damage and okizeme. Despite being a passable move, it doesn’t see much use in neutral due to 2KGGST Nagoriyuki 2K.pngGuard:
Low
Startup:
7
Recovery:
8
Advantage:
-1
and 2SGGST Nagoriyuki 2S.pngGuard:
Low
Startup:
12
Recovery:
15
Advantage:
-5
outshining it. 2K is faster and can combo into 2D, giving 2K the same reward 2D has. 2S has longer range, is more rewarding, and its speed is equal or better depending on the Blood Gauge. That being said, 2D is a staple in combos and blockstrings due to being a low attack that knocks the opponent down.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 12 5 15 -6 1~3F Upper body
4~17F Above Knee

A fast, upper body invulnerable strike. Used as a counter poke and anti-air. A standard 6P, which makes it very good.

Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna's TrovãoGGST Giovanna Trovao.pngGuard:
All
Startup:
27
Recovery:
15
Advantage:
+4
and May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
25
Recovery:
11 (20 OH)
Advantage:
+5
, are vulnerable to 6P. In addition, many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuard:
Mid
Startup:
16
Recovery:
28
Advantage:
-17
and Leo's f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

6P is also an excellent anti-air. Its range is much smaller than 2HGGST Nagoriyuki 2HComparison.pngGuard:
Mid
Startup:
17
Recovery:
29
Advantage:
-17
, but it comes with the benefit of being a lot easier to use in a pinch due to its upper body invulnerability and superior speed. This is Nagoriyuki's main tool to stop opponents from trying to engage with air attacks on reaction. Combo it into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
(623H) for powerful juggle combos.

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 15 3 15 -4 -

A forward-moving stomp attack. It's a niche move, seeing use only in the occasional blockstring and combo. Still good at what it does, though.

6K has use during blockstrings because the forward movement positions Nagoriyuki into throw range, though Faultless Defense can push him out. Staggering 5K > 6K can make the opponent freeze up due to the risk of special cancels. Due to pulling Nagoriyuki's lower hurtbox back, 6K can be a rewarding choice in anticipation of a low poke, though there are safer and more consistent moves to go for.

For combos, 6K is a good way to lead into 623H or 214H after a 5K. 5K > 6K can be reliably hit confirmed into follow-ups, such as the aforementioned special moves or an Overdrive. On counter hit, 6K staggers the enemy, allowing it to combo into a command throw. 6K also ground bounces on air hit, but there are better combo extenders for juggle combos.

6H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H Level 1 70 Mid 17 6 30 -17 -
6H Level 2 80 Mid 16 6 30 -17 -
6H Level 3 90 Mid 15 6 30 -17 -
6H Level BR 117 Mid 15 6 30 -17 -

A large sword slash downwards. Very strong pressure option and combo tool.

6H is a great move for punishing AbareAn attack during the opponent's pressure, intended to interrupt it., as it leads to big damage off of a counter hit. 5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
and c.SGGST Nagoriyuki cS.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
+3
are good options to gatling into it. c.S > 6H is a true blockstring if done instantly, or a frame trap if delayed. Its high hitbox also allow it to force a cornered opponent back to the ground, should they jump. Canceling 6H into backwards FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
(214K) will grant Nagoriyuki +2 on block frame advantage.

Due to its damage, knockdown, and Blood Gauge reduction, 6H is a good combo finisher in many situations. When ending a combo with 6H OTG, canceling into forward FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
(236K) results in favorable OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., for which c.S is a good option. If Nagoriyuki isn't in range to use c.S, then 2KGGST Nagoriyuki 2K.pngGuard:
Low
Startup:
7
Recovery:
8
Advantage:
-1
is a fine alternative.

  • Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
  • With each bar of Blood Gauge, range, speed and power are improved.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
6H Level 1 - KD Large 2500 1000 4 700 100% 10% -
6H Level 2 - KD Large 2500 1000 4 700 100% 15% -
6H Level 3 - KD Large 2500 1000 4 700 100% 20% -
6H Level BR - KD Large 2500 1000 4 700 100% 35% -

6H Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

6H Level 2:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

6H Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

j.P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 7 3 12 N/A -

A fast air-to-air. Has occasional use, but is mediocre and unrewarding.

Tied for Nagoriyuki's fastest aerial attack, alongside j.K. Its combination of fast start-up speed and short recovery means it can stop air approaches. However, Nagoriyuki’s lack of aerial special moves means that j.P doesn't lead to any powerful conversions. Air throw and ground-to-airs are better options than j.P overall.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 High 7 3 19 N/A -

Another mediocre air-to-air. Can cross-up, but jumping mix-ups are generally ill-advised for Nagoriyuki.

Has a larger hitbox than j.P and has the same startup speed, but has longer recovery and suffers from the same lack of reward. If Nagoriyuki is already airborne and the opponent is at a lower altitude, j.K is the only option that is both fast and reliably hits at the right angle. In most cases however, the move is outclassed by air throw and ground-to-airs. The hitbox below Nagoriyuki is wide enough for j.K to function as a Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them., which can be set up with j.H combined with drift RC.

Gatling Options: j.D

j.S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S Level 1 35 High 13 3 20 N/A -
j.S Level 2 37 High 12 3 20 N/A -
j.S Level 3 39 High 11 3 20 N/A -
j.S Level BR 50 High 11 3 20 N/A -

A standard air-to-air poke with good horizontal range. Also works as a jump-in punish against projectiles.

j.S is fairly slow and unrewarding at 0 blood bars, but improves with higher blood. It's Nagoriyuki's best air-to-air option when long, horizontal range is required, but his ground-to-airs are better for contesting aerial foes. j.S leads to powerful combos on counter hit against grounded foes. This, in combination with its long horizontal range, makes it important for punishing projectiles. Decent enough of a move when the situation calls for it, but nothing to write home about.

  • Lowers Blood Gauge on hit (-2.4%).
  • With each bar of Blood Gauge, speed and power are improved.
Gatling Options: j.H, j.D
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
j.S Level 1 80% N/A Mid 1500 1000 2 300 80% 10% -
j.S Level 2 80% N/A Mid 1500 1000 2 300 80% 15% -
j.S Level 3 80% N/A Mid 1500 1000 2 300 80% 20% -
j.S Level BR 80% N/A Mid 1500 1000 2 300 80% 35% -

j.S Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.S Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.S Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.S Level BR:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H Level 1 41 High 16 4 23 N/A -
j.H Level 2 43 High 15 4 23 N/A -
j.H Level 3 45 High 14 4 23 N/A -
j.H Level BR 58 High 14 4 23 N/A -

A large, downward sword slash. Has use as a jump-in and projectile punish, though jumping is rarely the best option for Nagoriyuki.

A decent jump-in option due to having a good hitbox below Nagoriyuki. However, its horizontal range is lacking. At 0 blood bars, this move is too slow and short ranged to be worth using. This changes with at least one blood bar. It can also lead to powerful combos on counter hit, making it a rewarding option for punishing projectiles with the right read.

In Blood Rage, j.H becomes an unreactable overhead if done instantly from a jump, which can be mixed up with lows and throws. However, a Roman Cancel is required to convert off of j.H. Without Tension, strike/throw is the only option.

  • Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
  • With each bar of Blood Gauge, range, speed and power are improved.
Gatling Options: j.D
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
j.H Level 1 80% N/A Mid 2000 1000 3 300 100% 10% -
j.H Level 2 80% N/A Mid 2000 1000 3 300 100% 15% -
j.H Level 3 80% N/A Mid 2000 1000 3 300 100% 20% -
j.H Level BR 80% N/A Mid 2000 1000 3 300 100% 35% -

j.H Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

j.H Level 2:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

j.H Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

j.D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D Level 1 55 High 15 3 20 N/A -
j.D Level 2 60 High 13 3 20 N/A -
j.D Level 3 65 High 11 3 20 N/A -
j.D Level BR 84 High 11 3 20 N/A -

A long, disjointed attack that hits diagonally upwards in front of Nagoriyuki. A niche combo extender and air-to-air.

j.D works as an air-to-air for opponents that approach from high angles. Good timing is needed to land a j.D, though. It also wall bounces on hit. When its speed and power is boosted by high blood, j.D can lead to powerful dustloop combos in the corner. Lastly, it briefly stalls Nagoriyuki's air momentum on use, which can be used to alter the time when Nagoriyuki hits the ground to confuse the opponent.

  • Lowers Blood Gauge on hit (-2.4%).
  • With each bar of Blood Gauge, speed and power are improved.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
j.D Level 1 80% N/A Mid 2000 1000 3 500 60% 10% -
j.D Level 2 80% N/A Mid 2000 1000 3 500 60% 15% -
j.D Level 3 80% N/A Mid 2000 1000 3 500 60% 20% -
j.D Level BR 80% N/A Mid 2000 1000 3 500 60% 35% -

j.D Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.D Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.D Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

j.D Level BR:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
90 120 2 3 38 N/A -

Universal throw. Useful for mix-ups and for escaping pressure.

Nagoriyuki throws his opponent down to the ground like the trash they are. Like other characters' throws, this is a good mix-up option. Think of it as a faster but less rewarding alternative to Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuard:
Ground Throw
Startup:
7
Recovery:
48
Advantage:
NA
(623P). Its unusually long range for a ground throw makes it good for disrespecting pressure, which helps compensate for Nagoriyuki's generally slow moves. Ground throw grants strong okizeme on hit. After a ground throw you have several options.You could go for an immediate 6K. This is a set-up that will cause fast strikes, such as c.S, to hit the opponent meaty. It can also be used to get Nagoriyuki in range to use 623P to interrupt a DP, though this will require a slight delay after the 6K.

Another option is to do j9 > rising j.Pj.H for an auto-timed safejump. An immediate 2S midscreen and c.S in the corner will catch reversal backdashes.

Finally, at BL1+ you can OTG 2S > 236K for some extra damage and OTG oki.

  • Can throw the opponent either forward or backwards.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
90 200 2 3 Until landing+10 N/A -

Universal air throw. Excellent air-to-air and complements Nagoriyuki's mix-ups.

Air throw has long range, especially so above Nagoriyuki, making it a useful tool for interrupting air approaches. It is also faster than any of Nagoriyuki's aerial strikes, though air throw has a lot of recovery, so beware. On hit, it combos into 6H OTG, making it more rewarding than other characters' air throws. In addition, it can complement Nagoriyuki's mix-ups. A common option against Nagoriyuki's FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
mix-ups is Chicken BlockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions., as it will cover many of Nagoriyuki's options. 236K into air throw is useful for countering chicken blocking.

For more on Fukyo mix-ups and how air throw plays into it, see the Strategy page.

  • Can throw the opponent either forward or backwards.

Special Moves

Fukyo

236K or 214K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K N/A N/A - N/A Total 25 N/A 1~25F Above Chest
214K N/A N/A - N/A Total 16 N/A 1~16F Above Chest

A versatile command dash that increases the Blood Gauge. Essential for every aspect of Nagoriyuki's gameplan, from movement and punishment to pressure and combos alike.

Fukyo has two versions: 236K, which moves forwards, and 214K, which moves backwards. Both versions increase the Blood Gauge. Fukyo has many applications. Firstly, it compensates for Nagoriyuki's poor movement. 236K can be used to approach and 214K can be used to retreat and to dodge and punish attacks. Both versions leave Nagoriyuki with sliding momentum. The momentum can be canceled after the recovery by walking in the opposite direction. This allows the user to fine tune Nagoriyuki's positioning, which is key for moving to the optimal range to keep up pressure. The forward momentum of 236K can also be imparted to other actions, namely Nagoriyuki's other special moves and his jumps. 236K > 214H grants Nagoriyuki a relatively fast, full-screen lunging attack. This helps with closing space against characters with full-screen zoning options, such as Happy Chaos.

The forward momentum of 236K can extend combos, such as following up after 623H or staying in range for multiple c.S. The sliding momentum can also move him into position to extend pressure. For example, 236K > c.S on block leaves Nagoriyuki close enough for a follow-up 623P. Given that 236K and 214K has the same animation, the two versions can be mixed up to throw the opponent off. The user can bait and punish abare by moving backwards, or condition the opponent to expect backward movement and then move forward to open them up. For more on Fukyo mix-ups, check the Strategy page.

Fukyo is the glue that binds Nagoriyuki's move set together. Proper use of it is essential for mastering Nagoriyuki, so get comfortable with it.

  • Increases Blood Gauge on use (+14.4%).
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K - N/A - - - N/A - - - 50
214K - N/A - - - N/A - - - 50

236K:

  • ● Increases Blood Gauge over 3 seconds (+43.2/300)
    ● Can cancel into specials from Frame 14 onwards, except either variant of Fukyo.
    ● Holding down K and 4 or 6 will fast cancel into their respective directions of Fukyo on Frame 14. These cancels cannot be delayed and re-inputting 214K or 236K will not perform a cancel.

214K:

  • ● Increases Blood Gauge over 3 seconds (+43.2/300)
    ● Can cancel into specials from Frame 9 onwards, except either variant of Fukyo.
    ● Holding down K and 4 or 6 will fast cancel into their respective directions of Fukyo on Frame 9. These cancels cannot be delayed and re-inputting 214K or 236K will not perform a cancel.

Zarameyuki

236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 Mid 18 9 Total 39 +5 -

A versatile projectile attack that increases the Blood Gauge. Useful for counter-zoning, closing space and for pressure.

Nagoriyuki fires a body double of himself as a projectile. It starts up with a projectile clashing hitbox before becoming a traditional projectile hitbox. It also reaches full screen and is quite fast, making it a strong anti-zoning tool. 236S > 236K allows the user to advance towards the opponent while using the projectile as cover, providing an opportunity for a follow-up attack. This is a key approach option in certain match-ups, as it allows the user to nullify an enemy projectile and close space at the same time. It is a rewarding, albeit Blood Gauge intensive, way to bypass enemy zoning. If 236S connects, Nagoriyuki can combo into f.SSS, mitigating the Blood Gauge increase. The move is also effective for finishing a low-life opponent off.

At close range, Zarameyuki provides strong mix-ups thanks to its high frame advantage on block. For example, c.S will interrupt abare attempts after the projectile is blocked, which can be mixed up with a throw. Its long active duration also make it easy to hit the move meaty. Using it after knocking the opponent down with Bloodsucking Universe in the corner allows for extended pressure sequences due to the stage positioning and Blood Gauge reduction.

  • Increases Blood Gauge on use (+30%).
  • Cancels single-hit projectiles.
  • Can be canceled into other specials starting from frame 16.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% +8 Very Small 500 1000 2 500 80% 12% 100
  • ● Increases Blood Gauge over 3 seconds (+90/300)
    ● CH recovery
    ● Special cancelable on hit/block/whiff after Frame 15
    ● The projectile clashbox (first hitbox pictured) becomes active on frame 12, but its strike hitbox (second pictured) isn't active until frame 18 at the earilest
    ● Projectile clashbox lasts between 6~17 frames until it transitions to its strike hitbox based on proximity to the opponent

Kamuriyuki

214H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 14 5 17 -3 -

A powerful and versatile lunging attack that increases the Blood Gauge. An excellent tool for closing space, punishment, pressure and combos.

Thanks to its impressive speed and range, Kamuriyuki is a good option for closing the gap and initiating offense. If used unpredictably during neutral, it's likely to interrupt forward movement or even score a counter hit. It's an excellent punisher, should the opponent whiff a risky move. It's also good for interrupting slow, reactable moves, such as Ky's Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
All
Startup:
39
Recovery:
Total 62
Advantage:
+22 [+25]
(236H). If 214H hits close and with low combo scaling, the knockdown from 214H can combo into 6H OTG, mitigating the move's Blood Gauge increase. During less ideal conditions, the user will need to close space with FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
(236K) before using 6H, if it can combo at all. Alternatively, combo 214H into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
(623H) to launch the opponent for a stronger conversion, at the cost of high Blood Gauge increase.

However, the move is -3 on block at close range. This forces the user to special cancel or risk being punished by a throw. Nagoriyuki's special moves puts the user in a decent position to play mindgames with the opponent. If the opponent attempts a punish, a cancel into 623H will counter hit them, whereas 214K can dodge and punish. If the opponent is conditioned to stay passive, they become open to a throw. 214H also yields high reward on counter hit, making it a strong frame trap from moves such as 5H. Note that if only the final frames of 214H hit the opponent - such as from max range - Nagoriyuki is -1 on block, which means that special canceling isn't a must to stay safe. 214H also has airborne frames, allowing it to jump over certain attacks.

Kamuriyuki is a phenomenal move. It approaches, it combos, it punishes, it mixes, it sets up frame traps, it slices, it dices and it makes julienne fries. However, it will not pay your taxes. Nagoriyuki players are still debating how to best work around this significant shortcoming.

  • Increases Blood Gauge on use (+30%).

Shizuriyuki

623H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623H 45 Mid 11 3 21 -7 1-13F Upper Body
623HH 55 Mid 10 6 29 -16 -

A large and versatile two-hit rekka that increases the Blood Gauge. A strong frame trap and combo extender, as well as a powerful anti-air and oppressive round start option.

The 623H input initiates the first hit, and pressing H again initiates the follow-up (623HH). The follow-up is highly delayable and can be used even on whiff. 623H is a good choice after moves such as KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
(214H) on block to punish an opponent that challenges the user. The follow-up can be used to cover for the first hit. Both hits yield great reward on counter hit, making it a strong conditioning tool. Shizuriyuki is also used to extend combos. 623H launches the opponent, setting up juggle combos. 623HH causes a ground bounce, allowing for combos such as 623HH > 214H loops.

Shizuriyuki is also strong during neutral and on defense thanks to its range, disjoint and upper body invulnerability. It is an excellent addition to Nagoriyuki’s arsenal of anti-airs, alongside 6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
and 2HGGST Nagoriyuki 2HComparison.pngGuard:
Mid
Startup:
17
Recovery:
29
Advantage:
-17
. Lastly, the move is an oppressive round start option. Its powerful properties allow it to beat many aggressive round start options. Even if the opponent evades the first hit by moving back, the second hit can dissuade the opponent from punishing it. Many characters struggle to contest it at round start, such as Goldlewis.

For an oppressive, dirty and rage-inducing move, look no further than Shizuriyuki. Just don't go too wild with it during get-togethers... unless you want to destroy your friendships.

  • The first hit increases Blood Gauge on use (+30%).
  • The second hit has no effect on the Blood Gauge.

Bloodsucking Universe

623P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80/90/100 Ground Throw 7 2 48 NA 1~8F Throw

A command throw that depletes the Blood Gauge on hit. Indispensable for mix-ups and Blood Gauge management.

Bloodsucking Universe is used to punish blocking and to condition the opponent to challenge blockstrings. Thanks to its speed, it's easy to surprise the opponent with this after a few moves. Try using it from forward FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
(236K), the second hit of f.SSGGST Nagoriyuki fS2.pngGuard:
Mid
Startup:
13
Recovery:
19
Advantage:
-8
, KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
(214H), or after c.SGGST Nagoriyuki cS.pngGuard:
Mid
Startup:
7
Recovery:
10
Advantage:
+3
or 5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
with momentum from 236K.

The heal is based on a percentage of the damage dealt. Considering the Guts mechanic, this means the heal will have a greater effect when Nagoriyuki is at low health, the opponent is at high health, and/or the opponent has a low defense modifier.

If 623P connects, the Blood Gauge's progression halts - no matter how fast it was previously increasing or depleting - before the move applies its drain effect. This can save the user from Blood Rage at the last second. In addition, the drain effect will last its full 3 second duration even if the Blood Gauge empties during the effect. During the drain effect, several special moves can be used and have all of their Blood Gauge costs negated, as long as their total Blood Gauge cost is less than 280 points. This enables more special move usage and longer pressure sequences than normal after 623P lands.

The okizeme from 623P becomes stronger in the corner, as Nagoriyuki will end up close to the opponent. This, in combination with liberal special move usage from the Blood Gauge drain effect, allows for devastating pressure sequences. For more details, see the strategy page.

For all of its strengths, the move is still a throw, making it vulnerable to being mashed out of or punished on whiff. As much fun as it is to feast on your foe, if you try it in a predictable manner, then all you're gonna be eating is a counter hit combo. Don't be gluttonous... just a little hungry!

  • Greatly lowers Blood Gauge on hit (-93.6%).
  • Removes all Blood Gauge increases/decreases before applying its own drain effect.
  • With each bar of Blood Gauge, power increases.
  • Recovers health on successful grab (15% of damage dealt rounded down).
  • Has counter hit recovery.

Blood Rage Activation

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
BR Activation N/A Guard Crush 4+38+3 10 70 -12 1~15f Full after freeze
BR Deactivation N/A N/A 1+59 N/A 0 N/A 1F Full

In most cases, Blood Rage activation is a failstate for Nagoriyuki that should be avoided.

Activation happens when the Blood Gauge becomes full, deactivation happens when Nagoriyuki uses ZansetsuGGST Nagoriyuki Zansetsu2.pngGuard:
Mid
Startup:
11+(58 Flash)+10
Recovery:
80
Advantage:
-66
(632146H) or after enough time passes (roughly 3.5 seconds). Nagoriyuki gradually loses life in this state, up to 50% of his maximum health, though it cannot KO him. Faultless Defense can stall the activation for as long as Nagoriyuki has Tension, though it will activate the moment the user lets go of Faultless Defense.

The activation has a nondamaging hitbox. On hit, the opponent is launched away and knocked down. Activation cannot wall break, a wall splatted opponent hit by it will instead be knocked down. If blocked, the opponent is put into a Guard Crush animation and pushed back a fair distance if not in the corner. It is -12 on block, making it consistently punishable despite its Guard Crush properties. The long recovery also leaves Nagoriyuki wide open for punishment on whiff. Eating a combo and 50% HP drain at the same time is not the most pleasant experience. If you somehow manage to survive such punishment, contact your local newspaper. They are probably yearning for such an incredible story.

There are some ways for Blood Rage activation to be safe. One way is to make the opponent block it meaty. A more reliable way is comboing into it, though this requires some practice to learn how set up. For most players though, the most frequent way is when the opponent doesn’t pay attention to the Blood Gauge and gets hit unnecessarily.

The deactivation animation has 1F invincible startup up to the super flash and 0 recovery afterwards. It's essentially a free screen freeze. This not only means it's not punishable but it gives the Nagoriyuki player a chance to see and react to what the opponent is doing during the screen freeze. This becomes particularly relevant when Blood Rage ends while Nagoriyuki is knocked down and/or meter is available for a reversal super.

  • The activation hitbox can cancel out single-hit projectiles.

Overdrives

Wasureyuki

632146S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70, 3×17, 60 Mid 7+(173 Flash)+2 2 54 -37 1~10F Full

An invincible Overdrive that reduces the Blood Gauge. Useful as an invincible reversal and is a very powerful combo tool.

If the first strike hits up close, it transitions to the cinematic. The Blood Gauge will be temporarily paused during the cinematic but will continue increasing or decreasing afterwards. If the opponent is hit with the tip of the blade, it will launch them into the air, but will not cause the cinematic. Instead, it grants a knockdown. The Blood Gauge reduction will not apply in this scenario. However, the user can still extend the combo after the opponent falls to the ground, such as by using f.SSS.

Wasureyuki is an especially powerful reversal due to its high damage and good blood drain. Its hitbox is generous, though it is punishable on whiff or block. Due to its many hits, it will deal considerable damage even after severe scaling late into a combo, and it massively drains the Blood Gauge, making it a powerful finisher in lengthy combos.

It’s powerful, it’s invincible, it manages blood and it oozes with style. What’s not to love?

  • The final hit lowers Blood Gauge on hit (-64.8%).

Zansetsu

632146H during Blood Rage

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
200 Mid 11+(58 Flash)+10 6 80 -66 1~26F Full

A Blood Rage exclusive Overdrive. Primarily a combo finisher, but also works as a sub-par invincible reversal.

In Blood Rage, Zansetsu is Nagoriyuki’s only overdrive. It reaches full screen, which means it can be confirmed off of virtually any strike. Its power is immense, even at the end of a scaled combo. Generally, it should be used as quickly as possible to avoid drastic health depletion from Blood Rage.

However, it is a poor reversal. The hefty startup frames make it tricky to connect, and the long recovery makes it consistently punishable by all characters, even if used at a sizable distance. It’s even worse if the opponent has 50% Tension, as they can PRC Zansetsu on reaction to the super flash animation. Using this tool for neutral or defense requires good understanding of the opponent’s habits and tendencies.

  • Does not exit Blood Rage mode if it is Roman Canceled before the animation finishes

Colors

GGST Nagoriyuki color 1.png
GGST Nagoriyuki color 2.png
GGST Nagoriyuki color 3.png
GGST Nagoriyuki color 4.png
GGST Nagoriyuki color 5.png
GGST Nagoriyuki color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Nagoriyuki color 7.png
GGST Nagoriyuki color 8.png
GGST Nagoriyuki color 9.png
GGST Nagoriyuki color 10.png
GGST Nagoriyuki color 11.png
GGST Nagoriyuki color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive

External References

Navigation

Nagoriyuki


Ambox notice.png To edit frame data, edit values in GGST/Nagoriyuki/Data.