GGST/Nagoriyuki

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Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Overview

Lore:A large vampire samurai. His supernatural vampire abilities complement his substantial frame and outstanding fighting skills.
Playstyle
GGST Nagoriyuki Icon.png Nagoriyuki , classified as a One Shot type, is a noble vampire samurai whose vampiric blade delivers devastating blows.
Pros Cons
  • Long Normals: His giant katana lets him control the screen from far ranges.
  • Special Cancel: Has the unique ability to cancel specials into themselves, allowing for monster conversions off the right counter-hit.
  • Bloodrage: The higher his blood gauge, the better his normals are. At Max BloodRage, he gains max-range normals and a special Overdrive.
  • Damage Per-hit: Each button does a sizable chunk of damage on its own, being able to dissipate the opponent's health quickly.
  • Limited Mobility: Does not have a normal dash, air-dash or double jump.
  • Max Bloodrage: Entering Max Bloodrage forces a transformation attack that can be easily punished. It also takes away access to special moves, rapidly drains health over time, and increases damage received.
Bloodrage
Nagoriyuki has a unique mechanic in the Bloodrage Gauge. Each time he uses a special move, the rate the gauge fills is increased. He is also allowed to cancel special moves into each other at the cost of filling the gauge. Connecting with his sword normals on hit or block will decrease the rate that the gauge fills. Nagoriyuki can also completely halt building the blood gauge by landing his command grab, Bloodsucking Universe. Once the gauge is full, Nagoriyuki is forced into Max Bloodrage mode. He loses access to all of his special moves while in Max Bloodrage, but in return has heavily buffed S and HS attacks as well as the ability to use his Zensetsu overdrive. Being in Bloodrage has a heavy cost in that his lifebar decreases for the duration. Leaving Bloodrage means either running out the timer (represented as the gauge slowly decreasing) or using Zensetsu. Players must constantly keep note of how filled the blood gauge is, as entering and exiting Max Bloodrage mode is highly unsafe on raw activation/deactivation and can make Nagoriyuki definitely lose the round if it happens at an unfortunate time. It is integral that players understand how to maximize the benefits while mitigating the drawbacks of Bloodrage in order to play Nagoriyuki effectively.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invulnerability
Activation - - - - - -6 -
Deactivation - - - - - - -


  • Activation does not break the wall. If opponent is in wall splat, will simply knock them down.
  • S and HS moves are heavily buffed.
  • Unlocks an Overdrive to be used: Zansetsu.
  • Disables special moves.

Activation happens when the gauge gets full, deactivation happens when you use Zansetsu or after enough time passes.

The activation has a hitbox that does no damage. If it hits, the opponent is launched far away and forced into a knockdown. if blocked, the opponent is put into a lengthy guard break animation and pushed back a fair distance if not in the corner. These can both help to make the recovery of the activation safer, but be aware that the activation is extremely punishable otherwise.

Normal Moves

  • Data in [ ] refers to Nagoriyuki in Bloodrage (BR).

5P

5K

c.S

f.S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invulnerability
f.S - Mid 16 - - -17 -
f.SS - Mid - - - -8 -
f.SSS - Mid - - - -25 -

  • One of Nagoriyuki's biggest pokes.
  • Has follow-ups if you keep pressing GGST S Prompt.png.
  • Last follow-up knocks down.
  • Decreases Blood Gauge on connect.

Nagoriyuki first stabs, then slashes with his sword twice, advancing forward with every strike. The first and second hits can be special cancelled, but the third hit cannot.

f.S.S is quite the valuable mixup tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for f.S.S.S, which can easily keep the opponent on their toes and often let you get away with escaping a punish. What helps this is that there's a natural frame trap in between the two moves, which will hit an opponent mindlessly pressing buttons if you opt for f.S.S.S. However, since f.S.S.S is -25 on block, cannot be special cancelled, and leads to little reward on hit, it's best to use specials to punish instead. An example is Kamuriyuki, as it gives great reward on counterhit.

5H

5D

6P

6K

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Zarameyuki

236S

Fukyo

236K or 214K

Kamuriyuki

214H

Shizuriyuki

623H

Bloodsucking Universe

623P

Overdrives

Wasureyuki

632146S

Zansetsu

632146H (while in Bloodrage)

External References

Navigation


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