GGST/Nagoriyuki

From Dustloop Wiki

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 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 and 2SGGST Nagoriyuki 2S.pngGuardLowStartup11Recovery21Advantage-11 control mid-ranged neutral. 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 also 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.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/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.pngGuardLowStartup14Recovery17Advantage-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.pngGuardAllStartup18Recovery27Advantage-14 and 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup17Recovery29Advantage-17 into outstanding space control tools against grounded and aerial opponents, respectively. However, filling the gauge weakens Nagoriyuki's durability, and filling it 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.pngGuardGround ThrowStartup7Recovery48AdvantageNA 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!
Nagoriyuki
GGST Nagoriyuki Portrait.png
Damage Received Mod
×0.97
Guts Rating
4
Prejump
5F
Backdash
23F Duration
1-6F Invuln
1-16F Airborne
Unique Movement Options
Fukyo, Unique High Jump, No Run, No Airdash, No Double Jump
Fastest Attack
5P (5F)
Reversals
Wasureyuki (9F)
Zansetsu (21F)
 Nagoriyuki is a powerhouse with the unique ability to special-to-special cancel and high pressure strike/throw game, limited only by your creativity and the Blood gauge.
Pick if you like Avoid if you dislike
  • Dealing big damage from any hit you land, and even more with proper situational awareness and Blood management.
  • Running tight, scary strike/throw pressure with heavy rewards for getting through.
  • Controlling the range of engagement with a command dashGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A while still applying pressure. Spacing traps galore.
  • Filling the screen with huge normals that deal chip damage on block.
  • High-stakes resource management. Misuse of the Blood Gauge is usually game-losing.
  • Committal, predictable air movement without the ability to change trajectory after the initial jump arc is decided.
  • Resource-reliant ground mobility that makes zoners difficult to deal with at high Blood.
  • Lackluster defense without movement tools, requiring you to fight back to escape a situation.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Unique Mechanics

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

The Blood Gauge is Nagoriyuki's unique resource, which is divided into three "bars". Each bar contains 100 "Blood Points". Using Special moves increases the Blood GaugeHis special moves increase the gauge by 90 points each, except FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A, which increases it by 43.2.. Every bar filled enhances Nagoriyuki’s S and HS normals but also increase the damage he takes+11% at one bar filled, +25% at two bars filled.. Hitting the opponent with sword normals lowers the Blood GaugeHS normals lower it by 57.6 points, f.SSS by 115.2 points, and other moves by 7.2.. Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA (623P) depletes the gauge completely. The gauge also slowly reduces passively.

Lowering the gauge is necessary, as a completely filled gauge activates the fail-state known as “Blood Rage”. In Blood Rage, Nagoriyuki’s S and HS normals are at their strongest, but he loses access to special moves and drains up to 50% of his HPThis cannot KO Nagoriyuki, but can leave him with 1 HP, allowing any attack that deals chip damage to finish him.. It’s possible to intentionally enter this state in controlled circumstances to make use of the power boost, but as a rule of thumb, avoid entering Blood Rage.

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

Note: the convention used throughout this page (and the rest of Dustloop's discussion around Nagoriyuki) is to refer to the state Nagoriyuki begins the match in as "Blood Level 1", the state when he has one and two blood bars filled as "Blood Level 2" and "Blood Level 3" respectively, and the state when he has filled all 3 bars and the blood bar begins to glow as the "Blood Rage State."

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. 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 All 5 3 9 0
Total: 16

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

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

5P is also an important anti-air. It lacks the upper body invulnerability of 6P, but it’s much faster, making it essential in situations where 6P is too slow to be used in time. It's also useful against moves that hit too low to the ground for 6P's upper-body invulnerability, such as  May's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.SGGST May j.S.pngGuardHighStartup12Recovery15Advantage+6 (IAD).

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

5K

Damage GuardHow this attack can be blocked. 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 All 7 2 14 -2
Total: 22

An exceptional poke as well as a good stagger pressure The 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. tool. A cornerstone of Nagoriyuki's neutral game.

5K is one of Nagoriyuki's most important moves. It possesses best-in-class frame data and range, hitting about as far as most characters' Far Slashes. It is -2 on block and has threatening gatlings and special cancels, which allows for powerful, unpredictable stagger pressure. This is useful for tick throw set-ups when combined with the forward momentum gained from a 236K. With Blood to spend, it can lead to midscreen to corner carry combos that deal 50% damage with a wall break.

Lacking any significant shortcomings, 5K is a good choice in just about every situation. One would be more hard-pressed to find situations where it isn't useful.

  • Needs one Blood Bar to combo into 6H against a standing opponent on a regular hit.
  • Nagoriyuki's only jump-cancellable normal.

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

c.S

Damage GuardHow this attack can be blocked. 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 All 7 6 10 +3
Total: 22

Powerful, plus on block normal. A magnificent tool for pressure, combos, and can strike an opponent directly above Nagoriyuki.

c.S is a strong pressure option with high reward both on hit and block that builds a ton of RISC for the opponent. On block, 5K is an auto-timed frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.. Gatling options can also frame trap, but require manual delays. Momentum from Forward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A allows Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s with BiteGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA, or chaining into another c.S. However, this doesn't work if the opponent uses FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource., making c.S pressure weak to this option.

Its high vertical hitbox makes c.S Nagoriyuki's best anti-air against an opponent right above his head. c.S is his second fastest anti-air after 5P and it provides high reward on hit. However, it lacks upper body invulnerability and suffers from being a proximity-based normal.

c.S is also both a powerful combo starter and extender. It lifts grounded opponents into the air and combos into 2H, allowing for highly damaging, blood-efficient routes anywhere on the screen.

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. 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
Level 1 25 All 16 3 28 -17
Level 2 30 All 14 3 28 -17
Level 3 35 All 12 3 28 -17
Blood Rage 45 All 12 3 28 -17
Level 1 f.S
Total: 46
Level 2 f.S
Total: 44
Level 3 and Blood Rage f.S
Total: 42

A long reaching stab attack. A good choice for 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 slow, deals low damage, and has a mediocre hurtbox, making it a subpar poke to your other moves. It improves at higher Blood levels due to a speed buff, patching up one of the move’s shortcomings. 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 an acceptable combo tool for increasing wall carry.

f.S's biggest strength lies in it being a strong pressure starter due to its Gatling and Special cancel options. Most importantly, the Gatling into f.SS moves you significantly forward, putting you into BiteGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA range for strike/throw mixups.

An essential tool for Nagoriyuki's pressure, 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 (-7.2/300, or -2.4%).
  • Deals chip damage on block.
  • Speed, damage, and chip ratio improve with each bar of the Blood Gauge.
  • On hit, Gatling into 5H or 2H is a combo at Blood Level 3.

Gatling Options: f.SS (only during Active Frames), 5H, 2H

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 2 Mid -14 1500 1000 300 80% 10%
Level 2 90% 2 Mid -14 1500 1000 300 80% 15%
Level 3 90% 2 Mid -14 1500 1000 300 80% 20%
Blood Rage 90% 2 Mid -14 1500 1000 300 80% 35%

Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SS during Active Frames
  • 2.5 Chip Damage on block


Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SS during Active Frames
  • 4.5 Chip Damage on block


Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SS during Active Frames
  • 7 Chip Damage on block


Blood Rage:

  • Cancels into f.SS during Active Frames
  • 15.75 Chip Damage on block

f.SS

Version Damage GuardHow this attack can be blocked. 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
Level 1 25 All 13 3 19 -8
Level 2 30 All 13 3 19 -8
Level 3 35 All 13 3 19 -8
Blood Rage 45 All 13 3 19 -8
Total: 34

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 reset or disengage. The best cancel options from f.SS are special moves. KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) and delayed BiteGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA create a very straightforward strike/throw mixup. A backward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) is always an option to let the user disengage safely. With 50 Tension, a Gatling into a Roman Cancelled f.SSS both drains Blood while resetting pressure.

Also worth noting, since f.SS is a common frame trap point in Nago's pressure, opponents may attempt to use an invincible reversal after blocking it. Despite being somewhat punishable (-8) when not cancelled into anything, there are no invincible reversals faster than Frame 9 in the game, so it isn't necessary to cede space and pressure with FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) in order to bait them here.

  • Lowers Blood Gauge on hit (-7.2/300, or -2.4%).
    • Total Blood Gauge reduction for f.S > f.SS on hit is (-14.4/300) (-4.8%).
  • Deals chip damage on block.
  • Speed, damage, and chip ratio improve with each bar of the Blood Gauge.

Gatling Options: f.SSS (only during Active Frames)

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 2 Mid -5 1500 2000 700 60% 10%
Level 2 90% 2 Mid -5 1500 2000 700 60% 15%
Level 3 90% 2 Mid -5 1500 2000 700 60% 20%
Blood Rage 90% 2 Mid -5 1500 2000 700 60% 35%

Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SSS during Active Frames
  • 2.5 Chip Damage on block


Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SSS during Active Frames
  • 4.5 Chip Damage on block


Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • Cancels into f.SSS during Active Frames
  • 7 Chip Damage on block


Blood Rage:

  • Cancels into f.SSS during Active Frames
  • 15.75 Chip Damage on block

f.SSS

Version Damage GuardHow this attack can be blocked. 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
Level 1 25 All 14 6 35 -22
Level 2 30 All 14 6 35 -22
Level 3 35 All 14 6 35 -22
Blood Rage 80 All 14 6 35 -22
Total: 54

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

A strike that frame traps from f.SS, it is the go-to option when 50 Tension is available. Draining an impressive 64.8 Blood on block and 115.2 Blood on hit, f.SSS RC is Nagoriyuki's most common way to spend meter. Effective usage of this tool is essential in pressure, get used to using it a lot.

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 Wall Splat, allowing the user to combo into 6H or WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S).

  • Lowers Blood Gauge on block/hit (-64.8/300, or -21.6% OB; -115.2/300, or -38.4% OH).
    • Total Blood Gauge reduction for f.S > f.SS > f.SSS on hit is (-129.6/300, or -43.2%).
  • Deals chip damage on block.
  • Speed, damage, and chip ratio improve with each bar of the Blood Gauge.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 4 Mid HKD +35 2500 1000 500 100% 10%
Level 2 90% 4 Mid HKD +35 2500 1000 500 100% 15%
Level 3 90% 4 Mid HKD +35 2500 1000 500 100% 20%
Blood Rage 90% 4 Mid HKD +35 2500 1000 500 100% 35%

Level 1:

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


Level 2:

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


Level 3:

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


Blood Rage:

  • 28 Chip Damage on block

5H

Version Damage GuardHow this attack can be blocked. 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
Level 1 60 All 20 6 27 -14
Level 2 65 All 18 6 27 -14
Level 3 70 All 16 6 27 -14
Blood Rage 91 All 16 6 27 -14
Level 1 5H
Total: 52
Level 2 5H
Total: 50
Level 3 and Blood Rage 5H
Total: 48

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 profile When 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.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) to maintain optimal spacing and keep up the pressure. On counter hit, cancel into 236K and go for 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup16Recovery30Advantage-2 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 (-7.2/300, or -2.4% OB; -57.6/300, or -19.2% OH).
  • Deals chip damage on block.
  • Speed, range, damage, and chip ratio improve with each bar of the Blood Gauge.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 4 Large KD +13 2500 1000 300 80% 10%
Level 2 90% 4 Large KD +13 2500 1000 300 80% 15%
Level 3 90% 4 Large KD +13 2500 1000 300 80% 20%
Blood Rage 90% 4 Large KD +13 2500 1000 300 80% 35%

Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 6 Chip Damage on block
  • Hitstop: 25F


Level 2:

  • 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


Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 14 Chip Damage on block
  • Hitstop: 25F


Blood Rage:

  • 31.85 Chip Damage on block
  • Hitstop: 25F

5D

Version Damage GuardHow this attack can be blocked. 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 Attack
Total: 48
Charged Dust Attack
Total: 56
Uncharged Dust Attack
  • Uncharged Dust Attack on-hit is 0 on-hit and causes a Crumple state.

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. The Gatling from c.S only has a 2F gap, making it unmashable even with 3F normals.


Charged Dust Attack
  • Uncancelled Charged Dust Attack leads to a Soft Knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate a Homing Jump:
    • Doing a Homing Jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • During a Homing Jump, 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 a Jump/Dash cancel will activate a Finisher Move, causing a Hard Knockdown (+23).

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. The knockdown from the Finishing Blow is less advantaged than it seems, leaving Nago -2 after a 236K, although this allows him to easily tick throw an opponent who isn't expecting it.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • 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.


Charged:

  • 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.

2P

Damage GuardHow this attack can be blocked. 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 All 6 3 11 -2
Total: 19

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 profile When 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, largely outclassed by 2K in most aspects.

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

2K

Damage GuardHow this attack can be blocked. 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
Total: 19

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 Nagoriyuki's best Low at close range. Because of its high number of active frames, 2K becomes plus on Block if hits late. 2K's very low pushback on block means Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s are possible with momentum from Forward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A, even against Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.. These factors make 2K an excellent meaty option with its own unique upsides and downsides compared to c.S.

2K's largest downside is its low Proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. value at 70%. This leads to subpar damage in combos, meaning preferably you'd keep combos short and sweet. It combos into 2D for a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. or 6H on Counter Hit for Blood drain.

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

2S

Version Damage GuardHow this attack can be blocked. 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
Level 1 32 Low 12 4 21 -11
Level 2 37 Low 11 4 21 -11
Level 3 42 Low 10 4 21 -11
Blood Rage 54 Low 10 4 21 -11
Level 1 2S
Total: 36
Level 2 2S
Total: 35
Level 3 and Blood Rage 2S
Total: 34

2S is rewarding space control tool with excellent range and startup.

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. 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 profile When 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.pngGuardLowStartup16Recovery16Advantage-7 or  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [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.

  • Lowers Blood Gauge on hit (-7.2/300, or -2.4%).
  • Deals chip damage on block.
  • Speed, damage, and chip ratio improve with each bar of the Blood Gauge.
  • On hit, Gatling into 5H or 2H is a combo at Blood Level 3, or on CH at any Blood Level.

Gatling Options: 5H, 2H

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 2 Mid -8 1125 1000 300 80% 10%
Level 2 90% 2 Mid -8 1125 1000 300 80% 15%
Level 3 90% 2 Mid -8 1125 1000 300 80% 20%
Blood Rage 90% 2 Mid -8 1125 1000 300 80% 35%

Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 3.2 Chip Damage on block


Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 5.55 Chip Damage on block


Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 8.4 Chip Damage on block


Blood Rage:

  • 18.9 Chip Damage on block

2H

Version Damage GuardHow this attack can be blocked. 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
Level 1 50 All 19 7 29 -17
Level 2 55 All 17 7 29 -17
Level 3 60 All 15 7 29 -17
Blood Rage 78 All 15 7 29 -17
Level 1 2H
Total: 54
Level 2 2H
Total: 52
Level 3 and Blood Rage 2H
Total: 50

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. It's a powerful move, but it does have its fair share of weaknesses. It lacks the speed and upper body invulnerability of moves like 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6. This means that a slow or improper read makes the user likely get Counter-Hit. The long recovery frames also means that Nagoriyuki is likely to get punished on a whiff. On the flip side, 2H is massively rewarding on counter hit, and on block, its air blockstun is high enough to initiate offense if 2H is canceled into FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K). However, the speed and range of 2H isn't impressive with Blood Level 1, other anti-airs are usually better in that scenario. It's when boosted by one or more Blood bars that 2H truly shines.

Score a Counter-Hit or two with good use of this move, and the opponent will be forced to slow down and rethink their aerial approach.

  • Lowers Blood Gauge on block/hit (-7.2/300, or -2.4% OB; -57.6/300, or -19.2% OH).
  • Deals chip damage on block.
  • Speed, range, damage, and chip ratio improve with each bar of the Blood Gauge.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 4 Large KD +21 2500 1000 500 60% 10%
Level 2 90% 4 Large KD +21 2500 1000 500 60% 15%
Level 3 90% 4 Large KD +21 2500 1000 500 60% 20%
Blood Rage 90% 4 Large KD +21 2500 1000 500 60% 35%

Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 5 Chip Damage on block
  • Hitstop: 25F


Level 2:

  • 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


Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 12 Chip Damage on block
  • Hitstop: 25F


Blood Rage:

  • 27.3 Chip Damage on block

2D

Damage GuardHow this attack can be blocked. 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
Total: 32

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

On hit, 2D can combo into 6H, dealing good damage but resetting to neutral. At low Blood, consider instead cancelling into 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 and extending the combo from there. On Counter Hit, it combos into 5K, or with a microwalk, c.S.

Despite being a passable move, it doesn’t see much use in neutral. It lacks the versatile gatlings and frame data of 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1, has inferior range, speed, and damage compared to 2SGGST Nagoriyuki 2S.pngGuardLowStartup10Recovery21Advantage-11, and it makes an unremarkable combo starter despite its Large Counter Hit property. Nevertheless, it's still a core part of Nagoriyuki's kit for the sake of its knockdown.

6P

Damage GuardHow this attack can be blocked. 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 All 12 5 15 -6 1-3 Upper Body
4-17 Above Knee
Total: 31

One of the best 6Ps in the game, providing excellent range, low recovery on whiff, and good reward on hit.

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.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and  May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7, 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.pngGuardAllStartup16Recovery28Advantage-17 and  Leo's f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

6P is an excellent anti-air. Its range is much smaller than 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup17Recovery29Advantage-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 into 623H for powerful juggle combos.

6K

Damage GuardHow this attack can be blocked. 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 13 -2 3-14F Low Crush
Total: 30

A forward-moving stomp attack that hits low. A highly useful frametrap in pressure and a niche combo tool.

In pressure, 6K serves as a low-risk high-reward way to close the gap and land rewarding Counter Hits. 5K, 2K and c.S all gatling into 6K, and by frametrapping6K from c.S needs to be delayed to frametrap the opponent, it can net rewarding hits. On Counter Hit, the opponent is staggered, uniquely allowing Nagoriyuki to combo into Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA, granting him total Blood drain.

In combos, 6K is a good bloodless filler, dealing a little bit more damage than 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2. If the opponent is airborne, 6K causes a bounce, which can link into 5K or c.S or be cancelled into 623H for further extensions.

6K does have Low Crush invulnerability, but loses it when it reaches actives, leading it to trade or lose outright to an alarming number of low pokes. This property may be useful occasionally, but it's seldom worth going for.

6H

Version Damage GuardHow this attack can be blocked. 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
Level 1 70 All (Guard Crush) 17 6 30 -2
Level 2 80 All (Guard Crush) 16 6 30 -2
Level 3 90 All (Guard Crush) 15 6 30 -2
Blood Rage 117 All (Guard Crush) 15 6 30 -2
Level 1 6H
Total: 52
Level 2 6H
Total: 51
Level 3 and Blood Rage 6H
Total: 50

A large, Guard Crushing sword slash downwards that can't be special cancelled. Safely ends combos and pressure alike, and is also a strong point to extend both with a Roman Cancel.

6H is a great move for punishing abare An attack during the opponent's pressure, intended to interrupt it., as it deals high damage and leads to a small combo on Counter Hit, but that damage quickly turns from good to astronomical with meter or the corner. Conversely, it has little reward as a starter without said resources, since it cannot cancel into 623H to continue the combo.

Where 6H really shines is as an excellent combo ender, since it gives HKD on hit and grants a meaty c.S when linked into 236K. It serves as an alternative to the f.SSS rekka, since while it gives less Blood back on hit, it ensures that the opponent lands close enough for a c.S meaty, deals more damage and wall damage and potentially catches people who are waiting to burst on f.SS.

5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 and c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 are good options to Gatling into it. c.S > 6H is a true blockstring if done instantly, or a frame trap if delayed. Because it is only -2, deals significant chip damage on block and has high active frames, 6H is an excellent blockstring ender and meaty, especially due to its highly disjointed hitbox allowing it to be safe from most reversals if spaced well, especially at high Blood levels.

6H can also be useful when used as an OTG after any short combo that ends in a hard knockdown, such as ones ending in 214H or 2D, and it can even be necessary to save some Blood. However, it's -1 on hit, completely resetting neutral; it can also in some situations be necessary to use 236K to even be in range of hitting it OTG, such as after using 214H to catch a backdash, making it undesirable. Whether it's fine to return to neutral with OTG 6H or whether it's necessary to keep up the pressure with something like OTG 2S will depend on the matchup.

With its huge power, utility in blockstrings and powerful OTG, 6H will add a lot of stress to the opponent. Unless it counter hits them, especially when Nagoriyuki has meter, in which case it will relieve them of all their stress through the sweet embrace of death.

  • Lowers Blood Gauge on block/hit (-7.2/300, or -2.4% OB; -57.6/300, or -19.2% OH).
  • Deals very high chip damage on block.
  • Speed, range, damage, and chip ratio improve with each bar of the Blood Gauge.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 90% 4 Large KD +34 2500 1000 700 100% 50%
Level 2 90% 4 Large KD +34 2500 1000 700 100% 50%
Level 3 90% 4 Large KD +34 2500 1000 700 100% 50%
Blood Rage 90% 4 Large KD +34 2500 1000 700 100% 50%

Level 1:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 35 Chip Damage on block
  • Hitstop: 25F


Level 2:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 40 Chip Damage on block
  • Hitstop: 25F


Level 3:

  • Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
  • 45 Chip Damage on block
  • Hitstop: 25F


Blood Rage:

  • 58.5 Damage on block

j.P

Damage GuardHow this attack can be blocked. 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
Total: 21

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. j.P has a niche use in having a high enough hitbox to swat air-stall options, such as Zato's superjump FlightGGST Zato-1 Flight.pngGuardStartupRecoveryAdvantage-, while not being punishable on a whiff like Air Throw. 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. 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
Total: 28

Your fastest jump-in button, and a 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-up Attacking 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. 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
Level 1 35 High 13 3 20 N/A
Level 2 37 High 12 3 20 N/A
Level 3 39 High 11 3 20 N/A
Blood Rage 50 High 11 3 20 N/A
Level 1 j.S
Total: 35
Level 2 j.S
Total: 34
Level 3 and Blood Rage j.S
Total: 33

His longest range jump-in and a standard air-to-air poke with good horizontal range.

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 (-7.2/300, or -2.4%).
  • Deals chip damage on block.
  • Speed, damage, and chip ratio improve with each bar of the Blood Gauge.

Gatling Options: j.H, j.D

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 80% 2 Mid N/A 1125 1000 300 80% 10%
Level 2 80% 2 Mid N/A 1125 1000 300 80% 15%
Level 3 80% 2 Mid N/A 1125 1000 300 80% 20%
Blood Rage 80% 2 Mid N/A 1125 1000 300 80% 35%

Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 3.5 Chip Damage on block


Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 5.55 Chip Damage on block


Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 7.8 Chip Damage on block


Blood Rage:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 17.5 Chip Damage on block

j.H

Version Damage GuardHow this attack can be blocked. 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
Level 1 41 High 16 4 23 N/A
Level 2 43 High 15 4 23 N/A
Level 3 45 High 14 4 23 N/A
Blood Rage 58 High 14 4 23 N/A
Level 1 j.H
Total: 42
Level 2 j.H
Total: 41
Level 3 and Blood Rage j.H
Total: 40

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 this instant overhead j.H. Without Tension, it is punishable even on hit.

  • Lowers Blood Gauge on block/hit (-7.2/300, or -2.4% OB; -57.6/300, or -19.2% OH).
  • Deals chip damage on block.
  • Speed, range, damage, and chip ratio improve with each bar of the Blood Gauge.
  • Hard Knockdown on air CH for some reason. OTG with 2K for reliable okizeme.

Gatling Options: j.D

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 80% 3 Mid N/A 1500 1000 300 100% 10%
Level 2 80% 3 Mid N/A 1500 1000 300 100% 15%
Level 3 80% 3 Mid N/A 1500 1000 300 100% 20%
Blood Rage 80% 3 Mid N/A 1500 1000 300 100% 35%

Level 1:

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


Level 2:

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


Level 3:

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


Blood Rage:

  • 20.3 Chip Damage on block

j.D

Version Damage GuardHow this attack can be blocked. 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
Level 1 55 High 15 3 20 N/A
Level 2 60 High 13 3 20 N/A
Level 3 65 High 11 3 20 N/A
Blood Rage 84 High 11 3 20 N/A
Level 1 j.D
Total: 37
Level 2 j.D
Total: 35
Level 3 and Blood Rage j.D
Total: 33

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

j.D functions as an air-to-air for opponents that approach from high angles, especially those that 2H cannot cover. It can be useful for keeping opponents from escaping the corner via the air, as well as hitting characters out of certain aerial moves, such as  Elphelt's air Miss CharlotteGGST Elphelt Valentine j236S.pngGuardAllStartup14RecoveryUntil Landing + 7Advantage-17 (IAS) or  Faust's LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-.

On hit, it doesn't lead to any reward midscreen, though it does blow them back very far. Near the corner, however, the opponent is put into a very generous wallbounce. If it wallbounces, it is highly likely to combo into almost anything, but 2H generally has the best balance of high reward and consistency.

Lastly, it briefly stalls Nagoriyuki's air momentum on use, which can be used to alter the time when Nagoriyuki hits the ground; this constitutes Nagoriyuki's only way of mixing up his air movement, so it can be useful to confuse the opponent briefly, although this is risky due to its high recovery.

  • Lowers Blood Gauge on hit (-7.2/300, or -2.4%).
  • Deals chip damage on block.
  • Speed, damage, and chip ratio improve with each bar of the Blood Gauge.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
Level 1 80% 3 Mid KD 1500 1000 500 60% 10%
Level 2 80% 3 Mid N/A 1500 1000 500 60% 15%
Level 3 80% 3 Mid N/A 1500 1000 500 60% 20%
Blood Rage 80% 3 Mid N/A 1500 1000 500 60% 35%

Level 1:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 5.5 Chip Damage on block


Level 2:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 9 Chip Damage on block


Level 3:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 13 Chip Damage on block


Blood Rage:

  • Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
  • 29.4 Chip Damage on block

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. 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 Ground Throw 2 3 38 N/A
Total: 42

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.pngGuardGround ThrowStartup7Recovery48AdvantageNA (623P). Its unusually long range for a Ground Throw makes it good for disrespecting pressure in tandem with Instant Block. Ground Throw grants strong okizeme on hit, like a safe jump with j9 > j.H, or a very meaty c.S in the corner by immediately frame killing with 6K.

  • Can throw the opponent either forward or backwards.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
50% N/A HKD +41 2500 1000
  • 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

j.6D or j.4D

Damage GuardHow this attack can be blocked. 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 Air Throw 2 3 38 or Until Landing+10 N/A
Total: 42
Total: 14

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

Due to Nagoriyuki having some of the weakest air options in the entire game, his Air Throw serves as a vital call-out tool to cover areas that the opponent could otherwise navigate freely.

On offense, this serves as a fast tool to call out chicken block Jumping 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. and attempts at IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.ing out of the corner, especially in situations where other anti-airs like 6P or 2H are too slow or don't cover the right area.

In neutral, this move is often seen as a callout to airdash approaches or air moves like  Millia's KapelGGST Millia Rage Kapel 1 Hitbox.pngGuardAllStartup13Recovery12Advantage-1 (IAS), since they are common responses to Nago's large but slow grounded pokes like 5H or f.S. Nago often won't have the time to use moves like 6P after these moves whiff, so Air Throw's speed is necessary. This move can also be used defensively, although it's a very hard callout and it leaves you in CH state until you land, so you can be punished badly on whiff.

On hit, Nago always has the time for an OTG of his choice (typically 2S or 6K), or you can RC it for a full combo. This leaves you airborne, allowing you to either land and 236K midscreen or go straight into an air combo in the corner.

  • Can throw the opponent either forward or backwards.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
50% N/A HKD +51 (IAS) 2500 1000
  • 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.

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. 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
236D 30 All (Guard Crush) 20 3 20 +7 9-22F Strike
236[D] 50 All (Guard Crush) 32 3 30 +12 9-34F Strike
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 64

White Wild Assault: Strike and Projectile invulnerability during startup, but cannot be canceled. Causes Guard Crush on block. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst. Useful at roundstart, going through opponent's projectiles, and to extend pressure without using Blood. Because it causes Guard Crush on block, if the opponent doesn't use Faultless Defense, you get a true 50/50 with c.S/Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA.

It also causes HKDHard Knockdown when used to wall break, making this a potent tool when you lack the meter to do WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39. You can splat the opponent with almost any button and still have enough time to connect with Charged Wild Assault. 623HH requires a Fukyo cancel, and 6H only allows Uncharged Wild Assault. The only button you can't splat with and wall break with WA, is f.SSS.

This move can also be used both as a combo starter and filler. As a starter, the Charged version gives a high launch that always combos into f.SSS, and on closer hits, microwalk c.S or 5K. In the middle of combos, however, both Uncharged and Charged Wild Assault have high amounts of RISC loss, as well as having no cancels or a very useful launch. You're better off taking okizeme with 6H or continuing the combo with Nagoriyuki's other tools.

In neutral, Wild Assault can see good use as a pre-emptive tool as it allows Nagoriyuki to go through strikes and projectiles. This can come with a risk as it is not initially invincibleIt starts being invincible at frame 9.. However, White Wild Assault is very easy to throw, considering its high startup and lack of throw invulnerability.

  • Causes Guard Crush on block.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to wall break.

Special Moves

Note about Nagoriyuki's Special moves

Nagoriyuki's Specials have specific special-cancel windows which are denoted using squares with yellow underlines on framecharts of the Specials.

Fukyo

236K or 214K

Version Damage GuardHow this attack can be blocked. 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
Forward Fukyo
Total: 25
Backward Fukyo
Total: 16

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 helps compensate 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 during recovery by holding 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 Nagoriyuki's other special moves and his jumps. The latter half of Fukyo can be Special-cancelled into any of his specials except 623P, giving it further versatility in every aspect of his gameplan. For example, 236K > 214H grants Nagoriyuki a blazing fast, full-screen lunging attack. Handy when approaching a zoning character.

The forward momentum of 236K can extend combos by being Special-cancelled both into and out of, 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 Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. 623P.

It's easy to mix up 236K and 214K due to them having the same animation. The Back version has much less recovery than the Forward one. This allows the user to bait and punish mashing by moving backwards, or condition the opponent to expect backward movement and then move forward to open them up with a sudden Throw. For more on Fukyo mix-ups, check the Strategy page.

When inputting the input for for either versions of Fukyo, the button can be held for additional Fukyos without reinputting the motion. This allows Nagoriyuki to move faster in a shorter amount of time.

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 (+43.2/300, or +14.4%).
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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)
  • 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:

  • 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

Zarameyuki

236S

Damage GuardHow this attack can be blocked. 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 All 18~29 9 Total 39 +5 Projectile Clash 12-[17~28]
Point-Blank Projectile Clash and Strike
Total: 39
Total: 39
Max-Range Projectile Clash and Strike
Total: 39
Total: 39

Also referred to as Clone by the community.

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 hitbox. It travels full screen quite fast while destroying almost any non-Overdrive projectile in the game, making it a very 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, 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 > 236K connect, Nagoriyuki can combo into f.SSS, mitigating the Blood Gauge increase.

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 623P. It is a great pressure starter after landing Bloodsucking Universe on the opponent, especially so in the corner.

  • Increases Blood Gauge on use (+90/300, or +30%).
  • Will clash with and beat most non-Overdrive projectiles.
  • Can be canceled into other specials except 623P starting from Frame 15.
Projectile Interactions
Character Projectile Interaction
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6

Wins. Deletes the butterfly and prevents the second hit.

  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7

Wins.

 Axl Low
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9

Wins. Prevents usage of Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10].

  • Whistling WindGGST Axl Low 214K.pngGuardAllStartup17RecoveryTotal 52Advantage-4

Wins.

 Baiken
  • Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3

Wins against the mat itself.
If point blank, Nago trades with the physical hit at best.

 Bedman?
  • call 4BAGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11

Wins.

  • error 6E PGGST Bedman error 6E P.pngGuardAllStartup8 [14]RecoveryTotal 0 [Total 30]Advantage+20 [+3]

Wins.

  • 13C error 6E PGGST Bedman error 6E P.pngGuardAll (Guard Crush)Startup8 [14]RecoveryTotal 0 [Total 30]Advantage+47 [+30]

Loses.

  • error 6E SGGST Bedman error 6E S.pngGuardAllStartup15 [21]RecoveryTotal 0 [Total 30]Advantage+36 [+26]

Wins.

  • 13C error 6E S[[File:|130x200px]]GuardAllStartup15 [21]RecoveryTotal 0 [Total 30]Advantage+62 [+52]

Loses.

  • error 6E HGGST Bedman error 6E H.pngGuardAll (Guard Crush)Startup34 [40]RecoveryTotal 0 [Total 30]Advantage+49

Wins.

  • 13C error 6E HGGST Bedman error 6E H.pngGuardAll (Guard Crush)Startup34 [40]RecoveryTotal 0 [Total 30]Advantage+64

Trades in his favour at close range, Wins at farther ranges.

 Bridget

  • Stop and Dash (All versions)GGST Bridget Stop and Dash Overlay.pngGuardAllStartup15RecoveryTotal 38Advantage-4

Wins.

 Chipp Zanuff

  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-

Wins.

 Elphelt

  • Miss Charlotte (All versions)GGST Elphelt Valentine 236S.pngGuardAllStartup16RecoveryTotal 50Advantage-15

Wins.

 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage-

Wins...against the first hit only, making Nago liable to still lose to the second hit.

  • BombGGST Faust Bomb.pngGuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage- (Explosion only.)
Wins. Does not hit Nago if he's too close when it goes off.
  • MeteorsGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryAdvantage-

Usually loses.
If RNG is unkind and hits Clone enough, it will be destroyed.
Even if Faust is hit, the trade is not in your favour. Not recommended.

 Giovanna
  • Trovão (Proj. Clashbox)GGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]

Depends on range and timing.
If she's too close, she will get a full counterhit punish despite the clash.
At further distances, will usually punish her out of it instead.
Rarely trades with Nago in certain scenarios, putting her fullscreen.

 Goldlewis Dickinson
  • Thunderbird (Level 1)GGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- / Thunderbird (Level 2)GGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery38 TotalAdvantage-

Wins. Immediately deletes the drone.

  • Thunderbird (Level 3)GGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery34 TotalAdvantage-

Wins, but ONLY if they clash 3 times, which requires precise spacing.
Will usually only "eat" 1-2 hits off the drone before they pass each other.
3 clashes will completely remove the drone.

  • Skyfish (All Levels)GGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13

Wins. At some timings, one bullet might hit Nago anyway.

 Happy Chaos
  • N/A
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8

Wins. Deletes the note entirely.

  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9

Loses. The projectile is too high to interact with Clone at all.

 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
Wins.
  • Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5
Nullifies the hit of the thrown servant but does not destroy the servant itself.
 Johnny
  • Turn UpGGST Johnny Turn Up.pngGuardAll (Guard Crush)Startup16RecoveryAdvantage+24~+27
Wins. This will also punish the Mist FinerGGST Johnny 214K.pngGuardAllStartup7+5Recovery30Advantage-15 used to access this at longer ranges, but at closer range, you will at best trade.
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage-
Wins.
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 / Aerial Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
 Leo Whitefang
  • Gravierte Würde (S)GGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / (H)GGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17

Wins.

 May
  • Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29

Wins.

 Millia Rage
  • Tandem Top (S)GGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / (H)GGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36

Wins.

 Nagoriyuki
  • ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5

They will clash 1-3 times, but will pass each other harmlessly.
The Nago who inputs this first wins the interaction.
If input on the same frame, the Nagos will trade.

 Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11

Wins.
Requires being both fullscreen and having Clone flicked once before.
He can keep flicking more often than you can send projectiles. Don't try this.

 Ramlethal Valentine
  • Bajoneto (H)GGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3

Wins. The sword is left where it clashed.

  • Bajoneto Explosion (H)GGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3

Wins. Requires reversal timing if the initial sword was blocked.

  • Bajoneto (S)GGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9

Loses. Flies right over Clone and is likely to hit Nago for trying.

  • Bajoneto Explosion (S)GGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9

Loses. Also too high to interact with Clone.

  • Ondo (K)GGST Ramlethal Valentine 236K.pngGuardAllStartup31Recovery16Advantage+7

Wins. Can be done on reaction; Nago's best option for escaping Ondo pressure.

 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10

Wins.

 Testament
  • Grave Reaper (S)GGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 / (H)GGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 (Follow-up projectile only.)
Wins.
  • Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55

Wins. Goes fast enough to negate every drill.
Eddie will only die if he's close enough to Zato when Clone attacks.
Goes right through Eddie harmlessly if Zato isn't close.

  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7

Wins.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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% 2 Very Small +8 500 1000 500 80% 12% 100
  • 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

Kamuriyuki

214H

Damage GuardHow this attack can be blocked. 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 Low 14 5 17 -3
Total: 35

Also referred to as Beyblade or Spin by the community. A nickname that is shared with  Bedman's call 4B3GGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-12.

Kamuriyuki is a powerful and versatile lunging attack that increases the Blood Gauge. An excellent tool for closing space, punishment, pressure and combos. Kamuriyuki can be special cancelled into Nagoriyuki's other specials except 623P.

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 score a Counter-Hit. It's excellent for punishment and can be used on reaction against very slow moves, such as  Ky's Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] (236H). If 214H hits close and early in a combo, the knockdown from 214H can combo into 6K/2S OTG. During less ideal conditions, the user will need to close space with FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) before using 6K/2S. Alternatively, combo 214H into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) to launch the opponent for a stronger, but more Blood Gauge intensive conversion.

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 put the user in a decent position to play mindgames with the opponent. If the opponent attempts to mash on it, a cancel into 623H will Counter-Hit them, whereas 214K can dodge a Throw attempt 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, such as Potemkin's Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0.

In conclusion, Kamuriyuki is a phenomenal move. It approaches, it combos, it punishes, it mixes, 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 (+90/300, or +30%).

Shizuriyuki

623H

Version Damage GuardHow this attack can be blocked. 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 All 11 3 21 -7 1-13F Upper Body
623HH 55 High 10 6 29 -16
Shizuriyuki
Total: 34
Shizuriyuki's Follow-Up
Total: 44

Also referred to as DP by the community.

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. Either hit of Shizuriyuki can be cancelled into Nagoriyuki's other specials except for 623P

The 623H input initiates the first hit, and pressing H again initiates the Follow-Up (623HH). The Follow-Up is very delayable and can be used on whiff. 623H is a good choice after moves such as KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) on block to Counter-Hit an opponent that challenges the user, and the follow-up can cover for the first hit. Both hits yield high 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 explosive, Blood-intensive combos such as 623HH > 214H loops. Shizuriyuki can also lead into a simple low/high mixup by cancelling into 623HH or 214H, although this is best done after landing 623P to negate the high Blood cost.

This move is an oppressive round start option. Even if the opponent evades the first hit by moving back, the second hit can dissuade the opponent from punishing it. Challenging Shizuriyuki round start is also extremely risky, as most characters have few and low reward options that win against Shizuriyuki. In contrast, Nagoriyuki gets a high damage combo that ends in wall break if he lands a CH Shizuriyuki. Shizuriyuki is also strong during neutral thanks to its range, disjoint and upper body invulnerability. Sequences like 236K > 623H are the closest thing to a jumpscare in Strive, giving the user a large, traveling, low-profile Large CH starter that will blow anyone up even slightly asleep at the wheel.


For an oppressive, dirty and rage-inducing move, look no further than Shizuriyuki. Just don't go too wild with it, for 623H still costs Blood to use, as good as it is.

  • The first hit increases Blood Gauge on use (+90/300, or +30%).
  • The second hit has no effect on the Blood Gauge.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
623H 80% 3 Large HKD +67 1000 1000 350 60% 25% 150
623HH 80% 4 Large HKD +28 900 1000 350 100% 25% 0

623H:

  • 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:

  • 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

Bloodsucking Universe

623P

Damage GuardHow this attack can be blocked. 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
Total: 56

Also referred to as Bite by the community.

The best Command Throw in the game after Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-. It deals good damage and depletes almost the entire 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.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K), the second hit of f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8, KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H), or after c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 or 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 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 activating Blood Rage. In addition, the Drain effect lasts its full 2 second duration even if the Gauge empties during the effect. Several Special moves can have their Blood Gauge costs negated when used during the Drain effect, as long as their total Blood Gauge cost is less than 312 points. This enables more Special move usage and longer pressure sequences than normal if 623P lands. These sequences become especially powerful if 623P connects when the opponent is cornered, as Nagoriyuki will end up closer to the opponent. 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 a jump or backdash. 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!

  • Halts any active Blood Gauge changes before applying greatly lowering Blood Gauge on hit (-312/300, or -104%).
  • Damage increases with each level of Blood Gauge.
  • Recovers health on successful grab (15% of damage dealt, rounded down).
  • Unlike the rest of his Specials, cannot cancel into this move from other Specials.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
50% N/A HKD +36 2500 1000 100
  • 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

Blood Rage

Version Damage GuardHow this attack can be blocked. 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 All (Guard Crush) 4+(38 Flash)+3 10 70 -12 1-16F Full
BR Deactivation N/A N/A 1+(59 Flash) N/A 0 N/A 1F Full
Blood Rage Activation
Total: 86
Blood Rage Deactivation
Total: 1

Also referred to as Pop by the community.

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

Activation happens when the Blood Gauge becomes full, and Deactivation happens when Nagoriyuki either lands ZansetsuGGST Nagoriyuki Zansetsu2.pngGuardAllStartup11+(58 Flash)+10Recovery80Advantage-66 (632146H) or after enough time passes (roughly 3.5 seconds). In this state, Nagoriyuki gradually loses up to 50% of his maximum health, though it cannot kill him. Holding FD can stall the activation for as long as Nagoriyuki has Tension, though it will activate the moment the user lets go of FD.

The activation has a non-damaging hitbox. On hit, the opponent is launched away and knocked down. On block or whiff, Nagoriyuki is left highly punishable regardless of its Guard Crush. Eating a combo and 50% HP drain at the same time on top of a defense debuff usually results in a round loss even at full health. If you somehow manage to survive such punishment, contact your local newspaper.

When the Blood Rage timer runs out naturally, the deactivation animation freezes the screen for a whole second. With only 1 startup and 0 recovery frames, Nagoriyuki is permitted to react to the opponent's actions. This makes it easier to survive enemy mix-ups and okizeme, especially when the user has the Tension to use WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39.

Most aware opponents will know when Blood Rage is about to activate, but if they are hit raw, Nagoriyuki is left very plus. If hit midscreen, the opponent is blown too far away for Nagoriyuki to achieve much besides poke with 5H or superjump in, but if hit near the corner, Nagoriyuki can try to steal the round with an explosive mixup, up to and including touch-of-death combos on certain characters. For this reason, Blood Rage is sometimes intentionally comboed into (usually on a wall splatted opponent), although such situations are difficult to set up and not advised for beginners. To learn more about intentional Blood Rage Activation, see the Strategy page.

  • The Activation hitbox can cancel out single-hit projectiles.
  • Very little pushback on ground block. Pushes back full screen on air block. Can still be punished on air block if opponent is cornered.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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. 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. 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
BR Activation 100% Very Small HKD (+33) 5 1000 200 50
BR Deactivation N/A

BR Activation:

  • 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


BR Deactivation:

  • 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.

Overdrives

Wasureyuki

632146S

Damage GuardHow this attack can be blocked. 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
65, 2×17, 52 [65] All 7+(173 Flash)+2 2 54 -39 1-10F Full
Total: 64

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 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 Blood drain, while possessing both great start-up and a generous hitbox, though it is punishable on whiff or block. Due to its many hits, it will deal considerable damage even after severe scaling late in a combo, making it a powerful finisher in any combo.

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

  • The final hit of the cinematic lowers Blood Gauge on hit (-194.4/300, or -64.8%).
  • Data in [] refers to when the cinematic does not trigger.

Zansetsu

632146H during Blood Rage

Damage GuardHow this attack can be blocked. 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 All 11+(58 Flash)+10 6 80 -66 1-26F Full
Total: 106

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.

Although the following scenarios are rare at higher levels, Zansetsu still has merit during defense or neutral. It can become potent against greedy opponents who use moves with a lengthy startup and/or recovery without meter. Some examples include:

  • Projectile attacks with long total recovery, like Ky's Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] or Leo's H Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17.
  • Pressure-reset Overdrives with lengthy recovery that typically cannot be challenged like AmorphousGGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12 or NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63

Always remember that Zansetsu startup can be react-PRC'd. Opponents with spare meter will be able to punish your punish attempt.

  • 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 12
GGST Nagoriyuki color 13.png
GGST Nagoriyuki color 14.png
GGST Nagoriyuki color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

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