GGST/Nagoriyuki/Combos

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Nagoriyuki


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Notation

Blood Level and Blood Rage

Some combos are only possible with a certain amount of blood due to the decreased startup and increased range of HS normals at higher blood levels. These combos will be noted with (BL#) or (BR) at the beginning.

The Blood Level numbers used here refer to the number of bars filled. Having no blood is BL0, 1 bar filled is BL1, 2 bars is BL2, and all 3 is BR

Blood Gain Note

All values listed are the spike amount of the Blood Gauge. All combos that feature both specials and S/HS normals will have an initial spike followed by a rapid drain before settling on a net gain. If a combo does not feature specials the value listed is the final net drain.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. 214H Knockdowns (A must learn set of combos!)
  2. Low Kick/Blood Conservation Combo
  3. Blood Gauge Reduction/Poke Combo (Another must learn!)
  4. High Blood BNB Combo
  5. Basic Anti-Air Combo
Combos That End In a 214H KnockdownClick the tabs above this box to navigate.


All the combos that are contained in this box end the same way, but have completely different use cases depending on the starter, dont treat these combos as if they serve one purpose.

Close Range Punch ComboFor this vampire, even mashing is quite rewarding.
Very Easy
5P > 6P > 214H, OTG 6H > (236K)

A BNB combo starting from Nagoriyuki’s fastest strike. Very rewarding for a 5P starter.

This is Nagoriyuki’s best route to convert from 5P AbareAn attack during the opponent's pressure, intended to interrupt it.. It's useful in a variety of situations, such as mashing out of throws, challenging pressure and punishing unsafe moves. It can also convert from a 5P used as an anti-air.

Basic Kick ComboAdaptable and easy to use.
Easy
5K > (6K) > 214H, OTG 6H > (236K)

An easy way to convert from 5K, a top-class normal.

Quite rewarding for a combo starting from a normal with as much speed and range as 5K. If 5K hits at tip range, 6K might not reach. In that case, combo from 5K straight to 214H. With 50% Tension, 5K > 6K can be hit confirmed into an overdrive.

Mid Range Poke Combo
Very Easy
2S > 214H, (236K) OTG 6H > (236K)

This combo is a good way to convert from a mid ranged poke that only slightly increases the Blood Gauge. Both rewarding and easy, it will see a lot of use due to starting from two very good poke attacks. The wall carry is also good.

Keep in mind that if 2S hits at tip range, 6H might not reach when at a low blood level, this can be fixed by adding in a Fukyo either before or after the beyblade.

Low Kick Combo

Low Blood/Kick ComboThe combo that makes the low mix-up threatening.
Very Easy
2K > 2D, OTG 6H > (236K)

Nagoriyuki’s staple combo from 2K, his fastest low mix-up. An essential combo for making the most of Nagoriyuki’s mix-ups as well as a good way to convert off of meaty 2K during okizeme.

Keep in mind that if 2K hits at tip range, 6H might not reach when at a low blood level.

Blood Gauge Reduction Combo

Blood Gauge Reduction/Poke ComboSo simple, yet so good!
Very Easy


f.SSS

An important conversion to manage the Blood Gauge. At high blood, f.S is an especially useful poke, as landing this string reduces the Blood Gauge by a whopping 129.6 points. c.S can reliably convert into f.SSS, and many longer juggle combos using special moves can use f.SSS as a finisher to mitigate their Blood Gauge increase. The wall carry of f.SSS is fantastic, expect many wall breaks with this bad boy.

High Blood BNB Combo

High Blood BNB ComboThis one will make ‘em block low!
Very Easy
(BL2+) 2S > 5H > (236K)


Basic Anti-Air Combo

Basic Anti-Air ComboStop an approach, with style!
Very Easy


6P > 214H, OTG 6H > (236K)


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Double HS Special Combo

Double HS Special ComboThis is where the fun begins!
Medium
f.S / 2S / 5K > 214H > 623H > 236K > c.S > f.SSS

Counter Hit HS Combo

Counter Hit HS ComboThe bane of aggressive opponents.
Very Easy
CH 5H / CH 2H > 236K, OTG 6H/5H

High Blood Corner Combo

High Blood Corner Combo
Very Easy


CH 2S / (BL2+) 2S > 5H > 214H, OTG 6H > (236K)

Advanced Anti-Air Combo

Advanced Anti-Air Combo
Medium


6P > 623H > 236K > c.S > f.SSS

2H Anti-Air Corner Combo

2H Anti-Air Corner Combo
Medium


CH 2H > 236K > c.S > 5[D] > 5K > 623H > 236K > c.S > 6H WS > 6H / 632146S

HS Special Loop Combo

HS Special Loop ComboThrow caution to the wind.
Hard
214H > 623HH > 214H > 623H > (dl) 214H > 623H > 214H > 623H

Throw RC Combo

Throw RC Combo
Hard
623P / 6D > RRC~c.S > 623H > 236K, c.S > f.SSS

The quick RRC can be replaced with a regular RRC. This makes the combo easier, at the cost of some Tension.

Air Throw Combo

Air Throw Combo
Very Easy
j.6D / j.4D, OTG 6H > (236K)

Nagoriyuki’s air throw can combo into OTG 6H, making it more rewarding than other characters' air throws. The combo is quite easy to do from a technical standpoint, but landing an air throw is difficult, as it requires the user to predict and commit to the opponent’s action. This combo is essential for punishing a patient opponent that uses Chicken BlockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions. to avoid Nagoriyuki’s FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
mix-ups.

Charged Dust Combo

Charged Dust Combo
Easy


5[D].8 > j.H > j.K > jc > j.H > j.K > j.S > j.PP

Nagoriyuki’s strongest, consistent 5[D] combo that works against any character. Use this combo for big punishes or as a mix-up to catch the opponent off guard. 5[D] is slow to start up, so don’t get predictable.


Combo List

P/K Starters

Combo Position Damage Tension Gain Net Blood Gain Works on: Difficulty Notes Video
5K > 6K > 214H, OTG 6H > (236K) Any 133 20% 0.3 (0.7) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge YT
5P > 6P > 214H, OTG 6H > (236K) Any 105 20% 0.3(0.7) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge. 5P/2P is interchangeable and two can be gatlinged before 6P. YT
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 138 30% 0.0 (-0.5 with 6H) Everyone [3] Medium Can side switch after 236K if close enough, hold 4 to stay same side. Wall Splats in corner. 6H will whiff with no Blood Levels. YT
5P > 6P > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 109 30% 0.0 (-0.5 with 6H) Everyone [3] Medium Wall Splats in corner. 6H will whiff with no Blood Levels. YT
(BL1+) 5K > 6H > 66RRC > 5[D] > 5K > f.SSS  Any -1.9 Everyone [3] Medium Great 5K > 6H extension for a lot of Blood drain and decent damage.
(BL1+ or CH or crouch hit) 5K > 6H > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H Midscreen   0.3 Everyone [4] Hard Burst-safe RC route, fairly Blood-intensive, however.
5K > 6K > 214H > 632146KS Any -1.0 Everyone [5] Very Hard Does not peak blood, making this route usable even at very high Blood. Particularly worth going for in the corner for additional damage and hard knockdown. Skip 214H straight into 632146S for an easier, less damaging conversion.
5P > 6P > 214H > 632146KS Any -1.0 Everyone [5] Very Hard Does not peak blood, making this route usable even at very high Blood. Particularly worth going for in the corner for additional damage and hard knockdown. Skip 214H straight into 632146S for an easier, less damaging conversion.
2K > 2D, OTG 6H > (236K) Any 80 13% -0.6 (-0.1) Everyone [1] Very Easy 6H may whiff without Blood Levels at max distance.  YT
AA 5P , 5K , f.SSS Any 78 25% (-1.3) Everyone [2] Easy Basic anti-air 5P conversion for blood drain and a hard KD. Can change 5K out for c.S for slightly more damage in close proximity, but you may get f.S if your opponent air blocks. 5K is safer. YT
AA 5P > c.S > 2H > 236K > 214H > 6H > (236K) Any 126 24% 0.2 (0.6) Everyone [3] Medium Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD. YT
AA 5P > c.S > 2H > 236K > dl.623H > 236K > c.S > (f.SSS) Any 130 -0.1 Everyone [4] Hard Wallbreak version of above. Delay the cancel into 623H for it to reach. YT
CH AA 6P > 623H > 236K, c.S > f.SSS Any 130 25% 0.0 Everyone [2] Easy Standard 6P conversion. TBD
(BL1+) CH AA 6P > f.SSS Any 94 -1.3 Everyone [2] Easy Save a lot of blood in exchange for damage. YT
(BL1+) CH 6P > 623H > f.SSS Any 119 -0.4 Everyone [2] Easy Saves an extra Fukyo worth of Blood. TBD
CH 6K > (236K), 623P Any 100 19% -2.8 Everyone [2] Easy Combo into Bloodsucking Universe. A decent DP punish option if you're desperate to lower the Blood Gauge. 236K can be omitted if close enough. YT

S Starters

Combo Position Damage Tension Gain Net Blood Gain Works on: Difficulty Notes Video
c.S > 2H > 236K > 214H > 6H > (236K) Any 164 25% (26%) 0.1 (0.6) Everyone [3] Medium Short, high damage route from a c.S > 2H gatling with good corner and oki. YT
c.S > 2H > 236K > 623H > 236K > c.S > f.SSS Any 167 32% -0.1 Everyone [3] Medium Damaging and blood efficient combo for corner-to-corner carry. YT
(BL1+) c.S > 6H > 66RRC > c.S , 5[D] , 5K > 6H WS, 6H Corner 244 -30% -1.7 Everyone [3] Medium Bloodless corner combo, doesn't work with 0 blood. End with 5H if your blood gauge drains below 1 bar during the combo. YT
c.S > 2H > 236S > 236K, c.S, c.S > 6H WS, 6H Corner 241 37% -0.4 Everyone [3] Medium High damage and low blood cost. YT
c.S > f.SS , c.S > f.SS WS , 6H Corner 165 30% -0.9 Everyone [3] Medium Good conversion into wallsplat when near BR or if trying to maintain low BL. YT
c.S > f.SS , c.S , 5K > 6H WS , 5H Corner 187 30% -1.3 CH,FA,IN,KY,LE,NA,PO,GO,HA [3] Medium Like the above but a bit more damage and blood reduction against certain characters. YT
CH c.S > 6H > 623H > 236K , (2K,) c.S > f.SSS WS, c.S Midscreen 227 41% -0.5 Everyone [3] Medium 2K can be omitted when closer to the corner. Must CH confirm fairly early to avoid OTGing with 2K. YT
CH c.S > 2H > 236K , 5K > 236S > 236K, c.S, (5K,) 6H WS , 6H Midscreen 242 40% 0.0 Everyone [3] Medium Midscreen CH c.S route. Universal, good blood management. The 5K before WS can be omitted for slightly lower damage. YT
236K*, CH c.S, microwalk c.S > dl f.SS, 5K > 6H WS, 6H Near Corner 201 35% -1.2 Everyone [3] Medium *Sliding momentum from 236K is required to be in range for the second c.S YT
CH c.S > 2H > 236K, 5K > 623H > 236K, (2K,) c.S > f.SSS Back in Corner 182 39% -0.1 Everyone [4] Hard Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K. YT
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H Corner 253 40% -0.4 Everyone [3] Medium This is a universal version but there are a good amount of optimizations you can make after the 5[D] depending on weight class and blood level. e.g. at BL2+ against non-heavyweights you can end with 5[D], c.S, 5K > 6H WS, 6H (272 dmg). YT
CH c.S > 6H > 623H > 236K , 5K, c.S > f.SSS WS, 6H Midscreen 193 37% -1.1 Everyone [3] Medium Blood-efficient route from a c.S > 6H gatling. TBD
CH c.S > 6H > 623H > 236K , c.S > 5H > 623HH WS, 2H Corner 272 40%  0.5 Everyone [4] Hard Optimal route from a corner CH c.S at full wall health. YT
(BL2) CH c.S > 6H > 623H > f.SSS Any 201 32% -1.0 Everyone [3] Medium Great damage and blood drain in one package. This route almost does not peak any blood, making you unlikely to pop. YT
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H Back in Corner 250 43% 0.9 Everyone [3] Medium Useful throw whiff punish when cornered. TBD
CH c.S > dl.623H > 236K > c.S > 2H > 236K > 5K > c.S > 6H > WS 6H Back in Corner 245 42% 0.0 Everyone [5] Very Hard Much harder but more blood-efficient cousin of the previous route. Do not delay 623H on heavyweights. TBD
c.S (trade) > 2S > 214H > 236K > 6H > (236K) Any 153 28% 0.7 (1.1) Everyone [3] Medium Simple conversion off a trade c.S at low blood. YT
c.S (trade) > 623H > 236K > c.S > f.SSS Any 146 33% 0 Everyone [4] Hard A touch harder conversion due to requiring a special input in a fairly small window after trade. YT
(BL2) c.S (trade) > f.SSS Any 118 25% -1.3 Everyone [2] Easy Easy blood drain route off a high blood c.S trade.
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K Midscreen 149 31% -0.7 Everyone [3] Medium Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. YT
f.SSS > 66RRC, c.S > 623H > 236K, c.S > 6H WS, 6H Midscreen 151 -35% -1.1 Everyone [3] Medium A more consistent poke to wall splat conversion at a tension premium. YT
f.SS (blocked) CH f.SSS > OTG 2S > (236K) Any 62 -1.2 (-0.8) Everyone [1] Very Easy In a rare case you get a CH on the last hit of f.SSS with no meter. TBD
(BL2) f.SS (blocked) CH f.SSS > OTG 6H > (236K) Any 128 -1.8 (-1.3) Everyone [1] Very Easy In a rare case you get a CH on the last hit of f.SSS with no meter. TBD
f.SS (blocked) f.SSS (hit) > 66PRC, 5[D], 5K > 623H > 236K, c.S > f.SSS WS, c.S Midscreen 247 -35% -1.1 Everyone [4] Hard A PRC route to take advantage of when the third hit of f.SSS connects as a frametrap after the second hit of fSSS. Good at catching jumpouts and most backdashes. Possible on CH as well as non CH, only PRC timing changes. YT
f.SS (blocked) f.SSS (hit) > 66RRC~2H > 236K > 623H > 236K > c.S > f.SSS Midscreen 198 -1.3  Everyone [4] Hard Big damage, low blood, full corner carry route for only 36% Tension. Beautiful. CH increases RRC window, making it easier to hitconfirm.
f.SS (blocked) f.SSS (hit) > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H Midscreen 222 -36% -0.3 Everyone [4] Hard Burst-safe RRC route that doesn't sacrifice damage for the safety. TBD
f.SS (blocked) f.SSS (hit) > 66RRC~5H > 623H > 236K > c.S > 5H > 623H > dl.H WS > 2H Corner 316 (with c.S f.SS RISC) -0.6 Everyone [4] Hard Melts their health. Delay the second hit of 623HH for the wallsplat to happen.
f.SS (blocked) f.SSS (hit) > 88RRC > falling j.D > c.S > 6H > 623HH WS > 5H Corner 321 (f.SS RISC) -1.4 Everyone [4] Hard Your absolute highest damage in the corner for 50 Tension. Replace c.S with 5K at longer ranges.
2S > 214H, OTG 6H > (236K) Any 114 33% 0.3 (0.7) Everyone [2] Easy You might to have use an additional 236K after 214H for OTG 6H depending on distance. BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.3 overall. YT
2S > 214H > 623H > 236K > c.S > f.SSS WS, 6H Any 194  33% 0.3 Everyone [3] Medium Wall break combo from round start 2S. Simple and effective. YT
CH 2S > 214H > 632146KS Any 177 15% -1.1 Everyone [5] Very Hard A high damage blood drain route that does not pop you even at very high blood. Requires high execution though, and does make you pop if you mess it up to boot. You can technically do this without CH, but it's a very tight window to hitconfirm. Extremely worth to learn for vastly superior high blood conversions. YT
(BL2 or CH) 2S > 5H > 214H > 632146KS Corner 243 -1.7 Everyone [5] Very Hard Best extension at high blood. Does not pop at any blood level. TBD

H Starters

Combo Position Damage Tension Gain Net Blood Gain Works on: Difficulty Notes Video
AA 2H > 236K > 623H > 236K > c.S > f.SSS Any 152 26% -0.1 Everyone [3] Medium Silver Standard for AA conversions. YT
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H Corner 252 34% -0.4 Everyone [4] Hard Great blood management when you're close enough to connect 2H > 623H immediately. YT
2H > 236K > 623H > 236K > c.S > f.SSS WS > (BL0) f.S or (BL1+) 2H Back in Corner 192 (216) -0.2 (-0.7) Everyone [4] Hard Sideswitch reversal super punish when your back is facing the corner. 632146S only hits sourspot after wallsplat.  TBD
AA 2H > 236K > 623HH > 632146HS Corner 273 14% -1.2 Everyone [5] Very Hard Your best burst punish in the corner. YT
AA 2H > 236K > 214H > 632146KS Any 203 13% -1.2 Everyone [5] Very Hard High blood stray 2H conversion. YT
CH AA 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 228 -1.2 Everyone [3] Medium Gold Standard for AA conversions. TBD
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H* Corner 264 45% -0.5 Everyone* [4] Hard *Must use 236K to land 6H at 0 blood bars. Will add 0.4 to blood gained. *Inconsistent on Ky until 1 blood bar filled. Scales better with blood gauge than above combo due to extra 2H. If landed as an anti air, no longer needs 236K before 6H at 0 blood and becomes much easier. YT
CH 2H > 214K6 > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS > 2H Corner TBD 251 -0.1 Everyone [5] Very Hard Burst-safe DP punish. You need to be slightly spaced for 214K6 to auto-burst-bait, otherwise adjust your Fukyo length manually.
high AA CH 2H > 236K > c.S > 2H > 236K > 623H > 236K > c.S > 2H WS 6H Any TBD 241 -0.1 Everyone [4] Hard Burst-safe Leo H DP punish. Breaks wall anywhere, incredible damage-for-blood ratio. TBD
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S Corner 304 -15% -1.3  Everyone [4] Hard Does slightly more damage on CH/MI/ZT with 2 c.S's, but this makes it much less consistent on Chipp and Millia without blood. I-no and Ky are incredibly inconsistent without blood YT
CH 6H > 623H > 236K > c.S > 6H > 623HH WS > 2H Corner 279 0.5 Everyone [4] Hard Best damage outside of DP loops. You don't want to be hugging the wall after 236K, otherwise 6H may whiff.
CH 6H > 214H > dl.623HH > 214H > 623HH WS > 632146HS Corner 316  2.4 Everyone [5] Very Hard All-in DP loop route. First hit of 623H has to be delayed for the juggle. Doing kara super allows to skip the recovery of 623HH to prevent from popping too soon. Only attempt when they have no burst and at low enough health, you will most likely pop even with super.
66BRC CH 6H > 623H > 6H > 623H > 236K > c.S > f.SSS WS > 6H Midscreen -0.8 Any [4] Hard A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish.
66BRC CH 6H > 623HH > 236K > c.S > 5[D] > 5K > 6H WS > 6H Corner -0.4 Any [4] Hard A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish.
(BL1+) CH 5H > 236K > 623H > f.SSS WS  Any   -0.5 Everyone [3] Medium Usable even at pretty high Blood due to a low peak increase.
CH 5H > 236K > 5K > f.SSS Any (May) -1.4 Lightweights [3] Medium Lightweight-only route. You can extend with 623H if Blood allows you.
CH 5H > 236K > 214H > 632146KS Any 217 20% -1.2 Everyone [5] Very Hard High execution, high reward CH 5H conversion. Does not pop you even at very high Blood. In the corner, you can replace 214H with 623HH for even more damage. TBD
CH 5H > 236K > 623H dl.H > 214H > 623H > 214H > 623HH WS 632146HS Midscreen 319 2.4 Everyone [4] Hard All-in DP route. TBD
(BR) 5H > 632146H Any 266 -50% Exits BR Everyone [2] Easy Standard combo for deactivating Blood Rage. YT

Dust Combos

Combo Position Damage Tension Gain Net Blood Gain Works on: Difficulty Notes Video
5[D].8 > j.H > j.K > jc > j.H > j.K > j.HH Any 198 20% -1.7 Everyone [3] Medium Universal homing Dust combo. Can help to delay first j.H. YT
5[D].8 > j.H > j.K > jc > j.H > j.K > j.SS Any 195 20% -1.2 Everyone [1] Very Easy Universal very easy version YT
5[D].8 > j.H > j.K > jc > j.H > j.K > j.H > j.PP Not in Corner 203 20% -1.7 Everyone [4] Hard More damage than the universal, but less reliable. Does not work against most characters when they are cornered. YT
5[D].8 > j.H > j.D > jc > j.K > j.S > j.HH Any 197 (Pot) 21% -1.3 Big Bodies [3] Medium Big body damage optimization. Ending with j.H > j.SS Can sometimes net you an extra damage or two depending on guts thresholds, but it is much more difficult to execute. YT
5[D].8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH Any 220 -44% -1.3 Everyone [3] Medium Dust RC combo for a little extra damage and a lot of extra style. BRC immediately after the homing jump. YT
RISC CH 5D > 2H > 236K > 623H > 236K > c.S > f.S > 2H WS 2H Midscreen   -0.4 Everyone [4] Hard Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S. TBD
RISC CH 5D > 5H > 623H > 236K > 5K > c.S > 6H WS 6H Corner   -0.4 Everyone [3] Medium Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S. You can fit another c.S instead of 5K for slightly more damage but a harder juggle. TBD
CH 2D > 214H > c.S > f.SSS Any 130 28% -0.4 Everyone [2] Easy Low blood combo. YT

Special Move Starters

Combo Position Damage Tension Gain Net Blood Gain Works on: Difficulty Notes Video
236S > 236K, c.S > f.SSS Any 106 0.0 Everyone [2] Easy Basic clone conversion.  TBD
623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146HS Midscreen Pop Lights or airborne Hard All-in reversal super punish for Light characters or reversal backdash punish for everyone.
CH 623H > 236K6, c.S > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Round Start 234   0.6 Everyone [4] Hard A great round start conversion that keeps your blood gauge low while still breaking the wall. You need to swap sides on the first 236K.
CH 623HH > 214H > 623HH > 214H > 623H > (dl.)214H > 623H WS > 236K > BR Roundstart Pop Normal and heavyweights [4] Hard Slightly delay the last 214H on Normalweights. Only use when they have no Burst. Builds you 50 Tension for a high/low/throw kill setup. Your opponent might not want to rematch you after.
CH 623H > (sj9 > rising j.K > j.K) > c.S > f.SSS WS Midscreen -1.0 Everyone [4] Hard Low damage, but great corner carry and Blood drain. Omit j.K > j.K for an easier route with less corner carry.
CH 623H > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 0.2 Everyone [4] Hard  Good compromise between damage and Blood cost.
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS > 6H Corner 225 35% -0.5 Everyone [3] Medium Universal low blood conversion. YT
CH 623H > 214K > 2H > 236K > 623H > 214K > c.S > 2H WS > 6H Close to Corner 1.3 Any [4] Hard Burst-safe route, but very costly on Blood.
CH 623H > 236Kc.S > 5[D] > c.Sc.S > 6H623HH WS > 5H Corner     1.1 Everyone [4] Hard Highest damage outside of DP loops.
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H Corner 275 (FA) 36% 0.6 Big Bodies [3] Medium Big body, big damage. Can optionally end in 6H WS, 5H to save some blood at minimal damage loss YT
214H > 623H (dl.)H > 214H > 623H > 214H > 623H > 214H > 623H WS > 632146HS Midscreen Pop Everyone Hard All-in reversal super punish for normal and heavyweights.
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS > c.S Midscreen 190 40% 0.0 Everyone [3] Medium Standard conversion when far from corner. YT
CH 214H > c.S > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H Midscreen 0.9 Everyone [3] Medium Standard conversion when close to corner.
CH 214H > 623H dl.H > 214H > 623H > 214H > 623H > 214H > 623H WS > 632146HS Midscreen Pop Everyone Hard Kill combo when they have no Burst.
214H > 236S > c.S > f.SSS WS > 6H Corner 195 -0.1 Everyone [3] Medium Conversion if they get hit in the middle of your blockstring.
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H Corner 213 35% 0.8 Everyone [4] Hard Low blood air combo route. YT
632146S > 66PRC, c.S > 623H > 236K, 5K > 623HHWS, 6H/5H Midscreen 341 -100% -0.3 Everyone [5] Very Hard Super extension from close range midscreen. Can start from reversal super. Can swap out 6H for 5H WB at range for slightly lower damage. A rare conditional extension to close a round when at high tension and taking back your turn. YT

Throw Combos

Combo Position Damage Tension Gain Net Blood Gain Works on: Difficulty Notes Video
[j.4D or j.6D], OTG 6H > (236K) Any 114 14% -0.6 (-0.1) Everyone [1] Very Easy There are few reasons not to OTG 6H. YT
(BL1+) 6D > 2S > (236K) Any 99 -0.1 (0.4) Everyone [1] Very Easy OTG extension at Blood Levels 1 and 2.
623P > 66RRC~2H > 623H > 236K, c.S, c.S > 6H WS, 6H Corner 175   -3.2 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of Tension. YT
623P > 88RRC > dl.2H > 236K > 623H > 214K > c.S > 2H Corner 177 11% -2.7 Everyone [4] Hard Burst-safe corner route. Delay 2H slightly.
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > 6H WS, 6H Corner 181 -35% 0.2 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of Tension. YT
6D > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 2H Corner 177 11% 0.0 Everyone [4] Hard Burst-safe corner route. You have to 88RRC as early as it allows you to do and press 2H the moment you hit the ground to get the correct height for this to be burst-safe. Try to do everything as soon as you're able to.
623P > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS, c.S/5K Midscreen 162 -32% -3.0 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of Tension. YT
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > f.SSS Any 136   0.0 Everyone [4] Hard The quick RRC can be replaced with regular RRC at the cost of Tension.
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS, 6H Cornered 163 -37% -2.6 Everyone [3] Medium A side switch combo where you pass under the opponent with the first 236K. Drifting the RC back or even up can help with the first c.S. Canceling Fukyo momentum may help with the side switch. YT

Combo Theory

Damage vs Blood Gain

Unlike other characters, Nago's "optimal" combos aren't just based on damage. They're also based on how much blood you're willing to spend (or, more often, how much you're trying to save). There's a lot of math that goes around how much each move adds or subtracts and the individual numbers are listed on the overview page, but for playing Nago you're better off having a rough idea of how much each route will add or subtract. To use some simple BnBs as an example.

Starter > 214H > 6H (OTG) > 236K builds almost one bar of blood.

Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K builds roughly 2 and 1/5th of a bar.

The former is clearly better if you're at 1 bar of blood. You can also stick to a simpler route at lvl 1 like 5K > 6H > 236K which builds almost no blood whatsoever since the 6H mitigates so much of the cost of 236K.

Another big matter when it comes to reducing blood is choosing your ender. You often get your best oki off of something like 6H > 236K but you'll have to gain all the blood from any specials spent in the combo before hand. If you end up spending too much blood or want to bring your blood down for later, f.SSS is your best meterless ender for bringing down the blood gauge. The final hit of the 3 hit S series brings down twice as much blood as an H normal but you get the bonus of 2 extra slash hits along the way. This ender gives more blood drain and corner carry (and is great for breaking the wall). For example, the second combo (Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K) builds slightly less than 2 blood bars if you replace the 6H > 236K with f.SSS. The downside is that f.SSS gives the worse oki, especially midscreen. If you're willing to spend meter (or have wallsplat) super is the best way to bring down the blood gauge mid-combo. Super gives you almost 2 bars worth of blood drain which can often be enough to save you from blood rage if you spent too much mid-combo. Having a general idea of your routes and enders is going to be crucial to managing blood bar. It'll often involve sacrificing offense or damage, but with good management you'll still find yourself out-damaging the majority of the cast while still having scary mixups and pressure.

Wall Splat Enders

All Wall Splat combos listed assume wall is at full health. Due to the changing integrity of the wall throughout the match, some of these combos may splat earlier than expected in real matches. When this happens, try to trigger the break with your most damaging HS normal that will reach (6H > 5H > 2H) if not ideally Wasureyuki (632146S).

If the wall splat is triggered with f.SS, you can go into f.SSS for blood drain, 6H for meterless damage, or Wasureyuki for blood drain, damage, and oki.

If the wall splat is triggered with the final hit of f.SSS and your Blood Guage is less than 1 bar, 6H will not be fast enough to land. Opt for c.S or 5K in this case or if the tight 6H link is too difficult.

OTG 6H > 236K

OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H is a powerful combo ender for its extra damage and okizeme. The knockdown advantage on the soft knockdown is +10 which sets up a meaty c.S or 2K. Nagoriyuki can route into this ender after most hard knockdowns (2D, 214H, air throw).

Fukyo (236K) can be left out when the Blood Gauge is dangerously high at the cost of okizeme.

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