GGST/Nagoriyuki/Data

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Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Nagoriyuki Portrait.png GGST Nagoriyuki Icon.png Nagoriyuki -8 4 30 5 [high jump: 10] 23 1-6F 1-16F Fukyo, Unique High Jump, No Run, No Airdash, No Double Jump
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
41 38 389 437
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
5 5
Jump Gravity High Jump Gravity Forward Step Dash
1.9 2.5

Additional Data for Guts and Defense Tables

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Nagoriyuki Portrait.png GGST Nagoriyuki Icon.png Nagoriyuki (1 bar of Blood Gauge) 17 4 30 5 [high jump: 10] 23 1-6F 1-16F Fukyo, Unique Super Jump, No Run, No Airdash, No Double Jump
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
41 38 389 437
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
5 5
Jump Gravity High Jump Gravity Forward Step Dash
1.9 2.5
Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Nagoriyuki Portrait.png GGST Nagoriyuki Icon.png Nagoriyuki (2 bars of Blood Gauge) 54 4 30 5 [high jump: 10] 23 1-6F 1-16F Fukyo, Unique Super Jump, No Run, No Airdash, No Double Jump
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
41 38 389 437
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
5 5
Jump Gravity High Jump Gravity Forward Step Dash
1.9 2.5
Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Nagoriyuki Portrait.png GGST Nagoriyuki Icon.png Nagoriyuki (Blood Rage) 54 4 30 5 [high jump: 10] 23 1-6F 1-16F Unique Super Jump, No Run, No Airdash, No Double Jump
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
41 38 389 437
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
5 5
Jump Gravity High Jump Gravity Forward Step Dash
1.9 2.5

Blood Rage Data

Activation Data

BR Activation
BR Activation
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
N/A All (Guard Crush) 4+(38 Flash)+3 10 70 -12 HKD (+33) Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
5 1000 200 50 100% 1-16F Full
GGST Nagoriyuki Activation.png
Now pray they got hit by the explosion
GGST Nagoriyuki Activation-Hitbox.png
Triggers as soon as Nagoriyuki is grounded and free to act, i.e. not during the duration of another move and not in the air.
Using a Roman Cancel when the Blood Gauge is full will force a frame 1 Fast Roman Cancel
Guard Crush duration: 67f

Deactivation Data

BR Deactivation
BR Deactivation
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
N/A N/A 1+(59 Flash) N/A 0 N/A N/A
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1F Full
GGST Nagoriyuki Deactivation.png
Another move in this game that stops time
Triggers as soon as Nagoriyuki is grounded and free to act, i.e. not during the duration of another move and not in the air.

Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
26 All 5 3 9 0 +3 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1500 300 80% 80%
GGST Nagoriyuki 5P.png
GGST Nagoriyuki 5P Hitbox-1.png

5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
34 All 7 2 14 -2 +1 2 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Nagoriyuki 5K.png
5K of Gods
GGST Nagoriyuki 5K Hitbox.png

c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 All 7 6 10 +3 KD +40 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 60% 100%
GGST Nagoriyuki cS.png
The only c.S in the game that launches the opponent
GGST Nagoriyuki cS-Hitbox.png
Input Proximity Range: 300

f.S Data

f.S Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
25 All 16 3 28 -17 -14 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 10% 80% 90%
GGST Nagoriyuki fS1.png
Not disjointed, use with caution.
GGST Nagoriyuki fS1-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SS during Active Frames
2.5 Chip Damage on block


f.S Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 14 3 28 -17 -14 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 15% 80% 90%
GGST Nagoriyuki fS1.png
GGST Nagoriyuki fS1-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SS during Active Frames
4.5 Chip Damage on block


f.S Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 All 12 3 28 -17 -14 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 20% 80% 90%
GGST Nagoriyuki fS1.png
GGST Nagoriyuki fS1-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SS during Active Frames
7 Chip Damage on block


f.S Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 12 3 28 -17 -14 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 35% 80% 90%
GGST Nagoriyuki fS1-BR.png
GGST Nagoriyuki fS1-BR-Hitbox.png
Cancels into f.SS during Active Frames
15.75 Chip Damage on block

f.SS Data

f.SS Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
25 All 13 3 19 -8 -5 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 2000 700 10% 60% 90%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SSS during Active Frames
2.5 Chip Damage on block


f.SS Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 13 3 19 -8 -5 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 2000 700 15% 60% 90%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SSS during Active Frames
4.5 Chip Damage on block


f.SS Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 All 13 3 19 -8 -5 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 2000 700 20% 60% 90%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SSS during Active Frames
7 Chip Damage on block


f.SS Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 13 3 19 -8 -5 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 2000 700 35% 60% 90%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Cancels into f.SSS during Active Frames
15.75 Chip Damage on block

f.SSS Data

f.SSS Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
25 All 14 6 35 -22 HKD +35 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 10% 100% 90%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)
2.5 Chip Damage on block


f.SSS Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 14 6 35 -22 HKD +35 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 15% 100% 90%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)
4.5 Chip Damage on block


f.SSS Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 All 14 6 35 -22 HKD +35 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 20% 100% 90%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)
7 Chip Damage on block


f.SSS Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 All 14 6 35 -22 HKD +35 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 35% 100% 90%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
28 Chip Damage on block

5H Data

5H Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
60 All 20 6 27 -14 KD +13 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 10% 80% 90%
GGST Nagoriyuki 5HComparison.png
Get really comfortable with the range of #3, as it's a vital tool.
GGST Nagoriyuki 5H1-Hitbox.png
Show me the real 5H.
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
6 Chip Damage on block
Hitstop: 25F


5H Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
65 All 18 6 27 -14 KD +13 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 15% 80% 90%
GGST Nagoriyuki 5HComparison.png
GGST Nagoriyuki 5H2-Hitbox.png
I said, the REAL 5H.
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
9.75 Chip Damage on block
Hitstop: 25F


5H Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
70 All 16 6 27 -14 KD +13 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 20% 80% 90%
GGST Nagoriyuki 5HComparison.png
GGST Nagoriyuki 5H3-Hitbox.png
Perfection.
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
14 Chip Damage on block
Hitstop: 25F


5H Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
91 All 16 6 27 -14 KD +13 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 300 35% 80% 90%
GGST Nagoriyuki 5H2.png
GGST Nagoriyuki 5HBR-Hitbox.png
no wait go back
31.85 Chip Damage on block
Hitstop: 25F

2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
22 All 6 3 11 -2 +1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1500 300 80% 80%
GGST Nagoriyuki 2P.png
GGST Nagoriyuki 2P-Hitbox.png

2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
26 Low 7 5 8 -1 +2 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 70%
GGST Nagoriyuki 2K.png
GGST Nagoriyuki 2K-Hitbox.png

2S Data

2S Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
32 Low 12 4 21 -11 -8 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 10% 80% 90%
GGST Nagoriyuki 2S.png
GGST Nagoriyuki 2S-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
3.2 Chip Damage on block


2S Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
37 Low 11 4 21 -11 -8 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 15% 80% 90%
GGST Nagoriyuki 2S.png
GGST Nagoriyuki 2S-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
5.55 Chip Damage on block


2S Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
42 Low 10 4 21 -11 -8 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 20% 80% 90%
GGST Nagoriyuki 2S.png
GGST Nagoriyuki 2S-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
8.4 Chip Damage on block


2S Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
54 Low 10 4 21 -11 -8 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 35% 80% 90%
GGST Nagoriyuki 2S2.png
Check their toes
GGST Nagoriyuki 2SBR-Hitbox.png
18.9 Chip Damage on block

2H Data

2H Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 All 19 7 29 -17 KD +21 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 10% 60% 90%
GGST Nagoriyuki 2HComparison.png
GGST Nagoriyuki 2H1-Hitbox.png
Has a blind spot above the head
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
5 Chip Damage on block
Hitstop: 25F


2H Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
55 All 17 7 29 -17 KD +21 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 15% 60% 90%
GGST Nagoriyuki 2HComparison.png
GGST Nagoriyuki 2H2-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
8.25 Chip Damage on block
Hitstop: 25F


2H Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
60 All 15 7 29 -17 KD +21 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 20% 60% 90%
GGST Nagoriyuki 2HComparison.png
GGST Nagoriyuki 2H3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
12 Chip Damage on block
Hitstop: 25F


2H Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
78 All 15 7 29 -17 KD +21 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 500 35% 60% 90%
GGST Nagoriyuki 2H2.png
The no-fly zone
GGST Nagoriyuki 2HBR-Hitbox.png
27.3 Chip Damage on block

j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20 High 7 3 12 N/A N/A 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
375 1000 300 80% 80%
GGST Nagoriyuki jP.png
GGST Nagoriyuki jP-Hitbox.png

j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
26 High 7 3 19 N/A N/A 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 80%
GGST Nagoriyuki jK.png
GGST Nagoriyuki jK-Hitbox.png

j.S Data

j.S Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 High 13 3 20 N/A N/A 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 10% 80% 80%
GGST Nagoriyuki jS.png
GGST Nagoriyuki jS-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
3.5 Chip Damage on block


j.S Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
37 High 12 3 20 N/A N/A 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 15% 80% 80%
GGST Nagoriyuki jS.png
GGST Nagoriyuki jS-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
5.55 Chip Damage on block


j.S Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
39 High 11 3 20 N/A N/A 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 20% 80% 80%
GGST Nagoriyuki jS.png
GGST Nagoriyuki jS-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
7.8 Chip Damage on block


j.S Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 High 11 3 20 N/A N/A 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 35% 80% 80%
GGST Nagoriyuki jS2.png
GGST Nagoriyuki jSBR-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
17.5 Chip Damage on block

j.H Data

j.H Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
41 High 16 4 23 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 10% 100% 80%
GGST Nagoriyuki jH.png
GGST Nagoriyuki jH1-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
4.1 Chip Damage on block


j.H Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
43 High 15 4 23 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 15% 100% 80%
GGST Nagoriyuki jH.png
GGST Nagoriyuki jH2-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
6.45 Chip Damage on block


j.H Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 High 14 4 23 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 20% 100% 80%
GGST Nagoriyuki jH.png
GGST Nagoriyuki jH3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
9 Chip Damage on block


j.H Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
58 High 14 4 23 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 35% 100% 80%
GGST Nagoriyuki jH2.png
Instant Overhead in Blood Rage
GGST Nagoriyuki jHBR-Hitbox.png
20.3 Chip Damage on block

j.D Data

j.D Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
55 High 15 3 20 N/A KD 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 10% 60% 80%
GGST Nagoriyuki jD.png
GGST Nagoriyuki jD-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
5.5 Chip Damage on block


j.D Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
60 High 13 3 20 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 15% 60% 80%
GGST Nagoriyuki jD.png
GGST Nagoriyuki jD-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
9 Chip Damage on block


j.D Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
65 High 11 3 20 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 20% 60% 80%
GGST Nagoriyuki jD.png
GGST Nagoriyuki jD-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
13 Chip Damage on block


j.D Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
84 High 11 3 20 N/A N/A 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 35% 60% 80%
GGST Nagoriyuki jD2.png
For when 2H just won't cut it
GGST Nagoriyuki jDBR-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
29.4 Chip Damage on block

6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
34 All 12 5 15 -6 -3 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 80% 90% 1-3 Upper Body
4-17 Above Knee
GGST Nagoriyuki 6P.png
GGST Nagoriyuki 6P-Hitbox.png
If the first hit of a combo, applies an additional +20 Combo Decay.

6K Data

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 Low 15 3 13 -2 +1 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 100% 90% 3-14F Low Crush
GGST Nagoriyuki 6K1.pngGGST Nagoriyuki 6K2.png
GGST Nagoriyuki 6K1-Hitbox.pngGGST Nagoriyuki 6K2-Hitbox.png
Causes a Stagger (20F) state on CH

6H Data

6H Level 1
Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
70 All (Guard Crush) 17 6 30 -2 KD +34 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 700 50% 100% 90%
GGST Nagoriyuki 6HComparison.png
GGST Nagoriyuki 6H1-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
35 Chip Damage on block
Hitstop: 25F


6H Level 2
Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 All (Guard Crush) 16 6 30 -2 KD +34 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 700 50% 100% 90%
GGST Nagoriyuki 6HComparison.png
GGST Nagoriyuki 6H2-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
40 Chip Damage on block
Hitstop: 25F


6H Level 3
Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
90 All (Guard Crush) 15 6 30 -2 KD +34 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 700 50% 100% 90%
GGST Nagoriyuki 6HComparison.png
GGST Nagoriyuki 6H3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
45 Chip Damage on block
Hitstop: 25F


6H Level BR
Blood Rage
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
117 All (Guard Crush) 15 6 30 -2 KD +34 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 700 50% 100% 90%
GGST Nagoriyuki 6H2.png
GGST Nagoriyuki 6HBR-Hitbox.png
58.5 Damage on block

2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 Low 12 3 18 -7 HKD +50 2 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90%
GGST Nagoriyuki 2D.png
GGST Nagoriyuki 2D-Hitbox.png

5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 High 20 3 26 -15 0 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 3000 [1000] 700 (900) 60% 80%
GGST Nagoriyuki 5D.png
GGST Nagoriyuki 5D-Hitbox.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

5[D] Data

5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
62 High 28 3 26 -10 KD +36 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1500 [1000] 0 (200) 60% 100%
GGST Nagoriyuki 5D.png
GGST Nagoriyuki 5D-Hitbox.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Wall Damage when hit raw is increased to 700 (900).
Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

Universal Mechanics

Ground Throw Data

6D or 4D
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
90 Ground Throw 2 3 38 N/A HKD +41 N/A
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST Nagoriyuki Ground Throw.png
More range than an average Throw
GGST Nagoriyuki Ground Throw Hitbox.png
Has 33% more range than a standard character's Throw.
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

Air Throw Data

j.6D or j.4D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
90 Air Throw 2 3 38 or Until Landing+10 N/A HKD +51 (IAS) N/A
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST Nagoriyuki Air Throw.png
Vital tool to snatch someone out of the air.
GGST Nagoriyuki Air Throw Hitbox.png
Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
Frame advantage decreases as height increases (+45 to +57).
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15
Air Throwing at low Blood Levels and from exceptional heights may even prevent an OTG 6H follow-up.

236D Data

236D
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All (Guard Crush) 20 3 20 +7 HKD 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 3000 500 0 25% 80% 60% 9-22F Strike
GGST Nagoriyuki 236D.png
GGST Nagoriyuki 236D Hitbox.png

236[D] Data

236[D]
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 All (Guard Crush) 32 3 30 +12 HKD 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 2000 700 0 25% 80% 60% 9-34F Strike
GGST Nagoriyuki 236D.png
GGST Nagoriyuki 236D Hitbox.png

Special Moves

236S Data

236S
Zarameyuki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 18~29 9 Total 39 +5 +8 2 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 500 100 12% 80% 80% Projectile Clash 12-[17~28]
GGST Nagoriyuki Zarameyuki1.pngGGST Nagoriyuki Zarameyuki2.png
• For when you're tired of playing neutral
GGST Nagoriyuki Zarameyuki1-Hitbox.pngGGST Nagoriyuki Zarameyuki2-Hitbox.png
This part clashes with projectiles • This part hits the opponent
Projectile will continue if Purple Roman Canceled on frame 12 at the earliest.
Clash Level: 3
Clash Hits: 1
Increases Blood Gauge over 3 seconds (+90/300)
Counter-Hit recovery
Can cancel into Specials Frames 16~24, except Bloodsucking Universe and another Zarameyuki
Cannot cancel into Specials Frames 25~39
Projectile clashbox (first hitbox pictured) becomes active on frame 12, but its strike hitbox (second pictured) isn't active until frame 18 at the earliest
Projectile clashbox lasts between 6~17 frames until it transitions to its strike hitbox based on proximity to the opponent
5.4 Chip Damage on block

236K Data

236K
Forward Fukyo
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
N/A N/A - N/A Total 25 N/A N/A N/A
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 1-25F Above Chest
GGST Nagoriyuki Fukyo.png
The glue that binds it all together
GGST Nagoriyuki Fukyo-Hitbox.png
Ducks under some high-hitting pokes
Increases Blood Gauge over 3 seconds (+43.2/300)
Does not begin movement until Frame 7.
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
When cancelled into a Special, imparts forward momentum into the cancelled Special
Can decrease distance travelled by pressing 4 from Frame 22 onwards
Fukyo Frame Advantage Chart

214K Data

214K
Backward Fukyo
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
N/A N/A - N/A Total 16 N/A N/A N/A
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 1-16F Above Chest
GGST Nagoriyuki Fukyo.png
The glue that binds it all together
GGST Nagoriyuki Fukyo-Hitbox.png
Ducks under some high-hitting pokes
Increases Blood Gauge over 3 seconds (+43.2/300)
Does not begin movement until Frame 5.
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
When cancelled into a Special, imparts backward momentum into the cancelled Special
Can decrease distance travelled by pressing 6 from Frame 13 onwards
Moves backwards during initial movement on frames 1~16
Decreases Tension Balance during the initial movement, for a total of -1584 Tension Balance.
Increases Negative value during the initial movement, for a total 640~1328 Negative value (amount varies and increases with distance to the opponent).
Cancelling Backward Fukyo's momentum by holding forward, or cancelling into another special except another Backward Fukyo on frames 14~16 will slightly reduce the penalty to both Tension Balance and Negative value.
Fukyo Frame Advantage Chart

214H Data

214H
Kamuriyuki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 Low 14 5 17 -3 HKD +56 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1000 300 150 25% 80%
GGST Nagoriyuki Kamuriyuki1.png
Gap closer, mix-up tool, punisher: A 3 in 1 move!
GGST Nagoriyuki Kamuriyuki1-Hitbox.pngGGST Nagoriyuki Kamuriyuki2-Hitbox.png
• Late active frames
Increases Blood Gauge over 3s (+90/300)
Airborne 5~12F
Can cancel into Specials Frames 14~25, except Bloodsucking Universe and another Kamuriyuki
When cancelled into a Special, imparts forward momentum into the cancelled Special
Cannot cancel into specials Frames 26~35
12.5 Chip Damage on block

623H Data

623H
Shizuriyuki (1)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 11 3 21 -7 HKD +67 3 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1000 350 150 25% 60% 80% 1-13F Upper Body
GGST Nagoriyuki Shizuriyuki1.png
Block and play smart, or die on round start
GGST Nagoriyuki Shizuriyuki1-Hitbox.png
Increases Blood Gauge over 3 seconds (+90/300)
Can cancel into Shizuriyuki (2) on whiff/block/hit Frames 11~29
Cannot cancel into Shizuriyuki (2) Frames 30~34
Can cancel into Specials other than Shizuriyuki (2) Frames 11~31, except Bloodsucking Universe and another Shizuriyuki (1)
Cannot cancel into Specials Frame 32~34
11.25 Chip Damage on block

623HH Data

623HH
Shizuriyuki (2)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
55 High 10 6 29 -16 HKD +28 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
900 1000 350 0 25% 100% 80%
GGST Nagoriyuki Shizuriyuki2.png
No upper-body invul but has an even larger hitbox
GGST Nagoriyuki Shizuriyuki2-Hitbox.png
8F gap between 623H and this followup at the fastest meaning it effectively has 9F startup when canceled at the earliest
This move and the 623H it canceled from are considered one multi-hit attack
*R.I.S.C. loss applies only once when either hit connects
Can cancel into Specials Frames 10~26, except Bloodsucking Universe and another Shizuriyuki
If 623H connects on block/hit, 623HH can special cancel on whiff as well
Cannot cancel into Specials Frames 27~44
13.75 Chip Damage on block

623P Data

623P
Bloodsucking Universe
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80/90/100 Ground Throw 7 2 48 NA HKD +36 N/A
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 100 50% 1-8F Throw
GGST Nagoriyuki Bloodsucking Universe.pngGGST Nagoriyuki BloodsuckingUniverseDrainEffect.png
Congratulations, you won the round • Unique visual on the Blood Gauge
GGST Nagoriyuki Bloodsucking Universe-Hitbox.png
Grabs farther than you think
Has 33% more range than own Throw, 77% more than a standard character's Throw.
Lowers Blood Gauge on hit over 2 seconds (-312/300)
Cannot cancel into this move from other Specials
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

Overdrives

632146S Data

632146S
Wasureyuki
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
65, 2×17, 52 [65] All 7+(173 Flash)+2 2 54 -39 HKD +39 [HKD +73] 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 25% 80% 1-10F Full
GGST Nagoriyuki Wasureyuki1.pngGGST Nagoriyuki Wasureyuki2.png
• Have a sip of water while the cinematic is playing
GGST Nagoriyuki Wasureyuki1-Hitbox.png
Does not trigger the cinematic when hitting only with the tip box
Final hit lowers the Blood Gauge on hit over 6 seconds (-194.4/300)
17.5 Chip Damage on block
Cinematic does not trigger at the edge of attack, instead causes a comboable knockdown state without lowering the Blood Gauge.
Data in [] refers to when the cinematic does not trigger.

632146H Data

632146H
Zansetsu
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
200 All 11+(58 Flash)+10 6 80 -66 HKD +15 4 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 25% 80% 1-26F Full
GGST Nagoriyuki Zansetsu2.png
SLASH!
GGST Nagoriyuki Zansetsu-Hitbox.png
Deceptively easy to jump over
Available only in Blood Rage
Ends Blood Rage on the last recovery frame, or on a Wall Break
Using Purple Roman Cancel during the recovery frames will cause Blood Rage to not end
50 Chip Damage on block

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