GGST/Nagoriyuki
Overview
Nagoriyuki is a mid-ranged powerhouse who dynamically shifts between extended pressure strings which threaten strike/throw mix-ups and space control with massive normals, depending on what the Blood Rage mechanic allows.
Nagoriyuki's long and rewarding f.SGuard:
MidStartup:
14Recovery:
28Advantage:
-17 and 2SGuard:
LowStartup:
11Recovery:
15Advantage:
-5 control mid-ranged neutral. His 5KGuard:
MidStartup:
7Recovery:
12Advantage:
0 is a good poke for stagger pressure due to its excellent range and frame data. His exceptional special moves are uniquely special-to-special cancelable. This includes FukyoGuard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A, a command dash that compensates for his weak mobility. Fukyo also grants devastating pressure in the form of strike/throw mix-ups when combined with other moves. KamuriyukiGuard:
MidStartup:
14Recovery:
17Advantage:
-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 normals receive boosts to range on top of speed and power, transforming 5H
Guard:
MidStartup:
18Recovery:
27Advantage:
-14 and 2HGuard:
MidStartup:
17Recovery:
29Advantage:
-17 into outstanding space control tools against grounded and aerial opponents, respectively.
However, filling the Blood Gauge completely activates Blood Rage, a state so punishing that triggering it during ill opportune moments renders defeat near certain. Deplete the Blood Gauge by landing sword normals or by feasting with Bloodsucking UniverseGuard:
Ground ThrowStartup:
7Recovery:
48Advantage:
NA, a command grab. This is vital for controlling the Blood Gauge and averting an untimely demise to Blood Rage. Excelling with Nagoriyuki requires situational awareness and Blood Gauge management by 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.
Lore: | A large vampire samurai.
He is a kind and noble man at heart. He often offers advice to his opponents in battle. His "mysterious" vampire master teaches him about Dandyism, among other things. |
Voice: | Japanese: Taiten Kusunoki English: Evan Michael Lee |
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Pros | Cons |
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Blood Gauge & Blood Rage
The Blood Gauge is a unique mechanic exclusive to Nagoriyuki. The gauge will start to fill when he uses special moves. He can cancel special moves into each other, which will stack their effects. Filling the gauge increases the speed and power of his sword normals, as well as the range of his normals. The gauge depletes if he lands any sword normal (except 5D
Guard:
HighStartup:
20Recovery:
26Advantage:
-15), Bloodsucking UniverseGuard:
Ground ThrowStartup:
7Recovery:
48Advantage:
NA (623P) or WasureyukiGuard:
MidStartup:
7+(173 Flash)+2Recovery:
54Advantage:
-37 (632146S). It also depletes passively over time.
Increasing the Blood Gauge by one or two bars in order to take advantage of enhanced sword normals is a crucial aspect of Nagoriyuki's gameplan. However, filling it completely (300 blood points total) is dangerous because doing so forces Nagoriyuki into Blood Rage, a mode with several immense drawbacks.
- Loss of specials: Blood Rage takes away access to Nagoriyuki's specials, which are crucial for his ability to approach and mix up enemies. Without access to them, Nagoriyuki is forced to walk, jump, or high jump in order to close the distance. Without specials he has very little to open up a patient player with.
- HP depletion: Blood Rage rapidly drains 50% of Nagoriyuki's maximum health over its duration, meaning every moment spent in Blood Rage has a hefty health cost. The health depletion cannot KO Nagoriyuki, but the health depletion persists even if Nagoriyuki is being comboed. As a result, getting caught in a combo during Blood Rage can spell a swift end.
- Transformation animation: Entering Blood Rage forces a lengthy, non-damaging attack, allowing any character to set up whatever punish they want on whiff. On block the animation is less unsafe at -12, but still leaves him consistently punishable.
In addition, Nagoriyuki has no good way to exit Blood Rage. The player can either let Blood Rage end naturally at the cost of 50% of their maximum health, or spend 50% Tension on ZansetsuGuard:
MidStartup:
11+(58 Flash)+10Recovery:
80Advantage:
-66 (632146H) to end it early. The latter option is a -66 mid, so using it in neutral means every character in the game can easily play reactively and punish it. The only advantages of Blood Rage is that his sword normals receive further buffs to range and damage and that he gets access to Zansetsu. The drawbacks of the mode massively outweigh the advantages, however, so it should generally be avoided.
Nagoriyuki players must constantly keep note of how filled the Blood Gauge is and manage it carefully to avoid entering Blood Rage. It is integral to understand how to maximise the benefits while mitigating the drawbacks of Blood Gauge in order to play Nagoriyuki effectively. That being said, there are some specific scenarios where skilled players can make use of intentionally activating Blood Rage.
For more information on intentional Blood Rage activation and Blood Gauge in general, see the Strategy page.
Normal Moves
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames | Toggle Chart Off Toggle Chart On
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ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames | ||
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames | ||
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames | ||
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames |
5P
Nagoriyuki's fastest strike. Useful for abare and as an occasional anti-air.
A standard jab. It's Nagoriyuki's only frame 5 strike, making it important for mashing out of grabs on wake up and for scramble situations. It's a serviceable anti-air in some scenarios, a strength accentuated by its ability to cancel into 6PGuard:
MidStartup:
12Recovery:
15Advantage:
-6. For example, 5P is a good option for punishing Millia's j.H
Guard:
HighStartup:
8Recovery:
25Advantage:
- > air dash.
- Initial Proration for combo : 80%
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
A phenomenal kick attack. It's an amazing poke as well as a strong Stagger PressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. option.
5K is one of Nagoriyuki's most important moves. Its range is quite impressive considering its relatively fast startup speed. It has threatening gatling options and special cancels and is even neutral on block, which means that it can be staggered to make your offense more unpredictable. This makes it useful for tick throw set-ups when combined with the forward momentum gained from a 236K. Considering its speed, the reward on hit is extraordinarily high. With blood to spend, it can lead to midscreen to corner carry combos that deal 50% damage with a wall break. It’s undoubtedly the most rewarding button in the game.
- Needs one blood bar to combo into 6H against a standing opponent.
- Initial Proration for combo : 90%
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
A very powerful, plus on block normal. A magnificent tool for pressure and combos.
Nagoriyuki uses his shortsword for a quick slash. Its significant frame advantage and many active frames make it an superb choice for pressure and as a meaty attack. With momentum imparted from FukyoGuard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A (236K), Nagoriyuki can reliably use two or more c.S in a row to pressure the opponent. Most gatling options from c.S can lead to powerful counter hit combos, dissuading the opponent from challenging Nagoriyuki. c.S can also be used as an anti-air due to its speed and high hitbox, but 6PGuard:
MidStartup:
12Recovery:
15Advantage:
-6 and ShizuriyukiGuard:
MidStartup:
11Recovery:
21Advantage:
-7 (623H) are better options due to c.S being a proximity normal and lacking upper-body invulnerability. It's a powerful combo starter, both on normal and counter hits. It lifts the opponent into the air, even if the opponent is grounded, allowing for two c.S hits at certain distances. This is easier with momentum from 236K or when the opponent is cornered. On block, gatlings 6H and 2S are a true blockstring at any Blood Gauge level. 5H and 2H are a true blockstring at one blood bar or more.
A staple of Nagoriyuki's offense, c.S is an oppressive tool that is sure to instill fear in even the most robust opponents.
- Does not interact with the Blood Gauge in any way.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
A long reaching stab attack. A good choice for poking, pressure and combos that also complements Nagoriyuki's other space control tools.
f.S is Nagoriyuki’s longest poke at 0 blood bars, though it is a bit slow and has long recovery. It becomes more useful at higher blood levels due to its speed and power improving, patching up two of the move’s shortcomings. It’s a strong pressure starter due to its gatlings and special cancel options. However, the hitbox is rather lacking vertically, making it vulnerable to low-profile moves. Comboing into f.SSS significantly reduces the Blood Gauge, making f.S a strong whiff punisher at high blood. It’s also a great combo tool for increasing wall carry.
An essential tool for many aspects of Nagoriyuki's gameplan, f.S is a move that's easy to make good use of once you've familiarised yourself with its range.
- Deals chip damage.
- Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
- With each bar of Blood Gauge, speed and power are improved.
- Initial combo proration: 90%
Gatling Options: f.SS, 5H, 2H
f.SS
An in-built follow-up to f.S. Extends combos and pressure that f.S initiates, and leads to decent mix-ups of its own.
Nagoriyuki advances while swinging his sword. The purpose of f.SS is simply to amplify the capabilities of f.S. It gives Nagoriyuki access to combo routes he otherwise wouldn't have, and boosts his wall carry. It's also quite the valuable mix-up tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for f.SSS, which can keep the opponent on their toes and let the user escape a punish. It helps that there's a natural frame trap in between the two moves, which will hit an opponent mindlessly pressing buttons if f.SSS is used. However, since f.SSS is -25 on block and cannot be special cancelled, it's best to use specials to punish instead. Some examples are ShizuriyukiGuard:
MidStartup:
11Recovery:
21Advantage:
-7 (623H) which must be manually delayed, or KamuriyukiGuard:
MidStartup:
14Recovery:
17Advantage:
-3 (214H) which has a natural frame trap; both give great reward on counter hit. f.SS > 214H > 623HH grants a whopping three frame traps. Should the opponent block all strikes, a backward FukyoGuard:
N/AStartup:
-Recovery:
Total 16Advantage:
N/A (214K) lets the user disengage safely.
- Deals chip damage.
- Decreases Blood Gauge on hit (-7.2/300).
- Total Blood Gauge recovery for f.S > f.SS on hit is (-14.4/300) and the reduction applies as 2 separate instances each lasting 6 seconds.
Gatling Options: f.SSS
f.SSS
The finisher to Nagoriyuki's f.S rekka. Useful as a combo finisher and occasional blockstring extender if backed up with a Roman Cancel.
A strike that naturally frame traps from f.SS. It can be used as an alternative to ShizuriyukiGuard:
MidStartup:
11Recovery:
21Advantage:
-7 (623H) or KamuriyukiGuard:
MidStartup:
14Recovery:
17Advantage:
-3 (214H) after f.SS at two or three blood bars to decrease the Blood Gauge. It also drains an impressive 64.8 blood points on block, which is uniquely high for any blocked move. However, f.SSS is very unsafe on block and it does not lead to any combo extensions on hit or counter hit. Therefore, it is best used with 50% Tension. That will allow the user to PRC for safety on block and reduce the Blood Gauge without needing to open the opponent up. On hit, f.SSS > RRC can extend the combo and further reduce the gauge.
f.SSS is also a staple combo finisher in juggle combos due to its long range, wall carry and high Blood Gauge reduction. It's a great choice for finishing a combo that has been extended by using special moves, as it will mitigate said combo's Blood gauge increase. It can also wallsplat, allowing the user to combo into c.S or WasureyukiGuard:
MidStartup:
7+(173 Flash)+2Recovery:
54Advantage:
-37 (632146S).
- Deals chip damage.
- Decreases Blood Gauge on hit and block (OH -115.2/300, OB -64.8/300).
- Total Blood Gauge recovery for f.S > f.SS > f.SSS on hit is (-129.6/300) and the reduction applies as 3 separate instances each lasting 6 seconds.
5H
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 so considering Nagoriyuki's options are more limited - and it's an option that must be respected due to its damage and blood drain. It’s an excellent tool for bullying characters with less range than Nagoriyuki, which is most characters. While 5H covers ground space well, remember to be wary of jump-ins and certain Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. On hit, cancel into FukyoGuard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A (236K) to maintain optimal spacing and keep up the pressure. On counter hit, cancel into 236K and go for 6HGuard:
MidStartup:
16Recovery:
30Advantage:
-17 or 5H OTG for good, stable damage.
How you use 5H will make or break your space control. Learn to recognize how far your current blood level will allow 5H to reach, and study your opponent's movement patterns to determine when you should swing. With correct usage, an impatient opponent can always be kept at bay.
- Deals chip damage.
- Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
- With each bar of Blood Gauge, power, speed and range are improved.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Nagoriyuki uses his long sword for a quick overhead. Can be gatlinged into from 5K, 2K, or c.S for a mixup.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- During homing dust, using j.S, j.H, and j.D will recover Blood Gauge like they normally would.
- Gives Nago a double jump that he wouldn't normally have.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using j.H drains 8 times as much of the blood gauge as j.S or j.D do, so route in as many j.H as possible to maximize recovery of the Blood Gauge.
2P
- Initial Proration for combo : 80%
A low jab. Similar to 5P but has a lower hitbox, making it more useful against low-profile moves. It is one frame slower though, which makes it more likely to lose during scramble situations.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
- Initial Proration for combo : 70%
A simple kick. Its speed means that you can sometimes use this to open up an opponent expecting an aerial attack to hit them high, but this is otherwise your standard low option. Because of its high amount of active frames, 2K becomes plus on block if it hits late. On counter hit, 2K can combo into c.S. These factors make 2K an excellent meaty option if you don't have enough time to get in range for a c.SGuard:
MidStartup:
7Recovery:
10Advantage:
+3.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Deals chip damage.
- Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
- On hit, gatling 5H combos at 2 blood bars or higher.
- Initial Proration for combo : 90%
A slash low to the ground. It has a great combination of speed and range. It's likely to score a counter hit or interrupt a grounded approach when used in footsies range. It also has rather short whiff recovery, which means that throwing out a second 2S after one missed is quite effective for interrupting overly aggressive opponents. If your opponent jumps while 2S is out, interrupt their aerial approach with an anti-air instead, if you have time. In addition, the hitbox of 2S hits low enough to be able to counter Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves, such as I-No's Stroke the Big Tree
Guard:
LowStartup:
16Recovery:
15Advantage:
-7 or Sol's Night Raid Vortex
Guard:
AllStartup:
15~31 [32]Recovery:
32 [26]Advantage:
-17. Thanks to Nagoriyuki’s powerful special moves, 2S is exceptionally rewarding for an button.
When mixed with other poking moves, 2S can really get into your opponent's head. The threat of the move will likely make them play more carefully, giving Nagoriyuki more opportunities to enforce his offense. 2S is a contender for being the strongest footsies tool in the game.
Gatling Options: 5H, 2H
2H
- Deals chip damage.
- Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
- With each bar of Blood Gauge, speed, range and power are improved.
2H is a bit sluggish, but compensates with sheer size. While a move this huge is invaluable as an anti-air, you shouldn't get too cocky with it, as the move has its fair share of weaknesses. It lacks the speed and upper body invulnerability of moves like 6P and Shizuriyuki (623H). This means that a slow or improper read makes Nagoriyuki more likely to eat a counter hit. The high amount of recovery on this move also means your turn ends if it whiffs. On the flip side, 2H is massively rewarding on counter hit, and even if the move is blocked, the blockstun is usually enough to start your offense if you cancel into Fukyo (236K). Just keep in mind that the speed and range of 2H isn't very impressive with 0 blood bars, so stick to other anti-airs in that scenario. It's when boosted by one or more blood bars that 2H truly shines.
Overall, 2H is a rewarding option best used preemptively to interrupt aerial approaches from longer distances, such as IAD approaches.
2D
- Initial Proration for combo : 90%
- Can combo into 6H OTG.
A fairly standard sweep. Its speed, range and frame data on block are all decent. On hit, 2D can combo into 6H > 236K for good damage and okizeme. Despite being a decent move overall, it doesn’t have a lot of use in neutral due to
2KGuard:
LowStartup:
7Recovery:
8Advantage:
-1
and 2SGuard:
LowStartup:
12Recovery:
15Advantage:
-5 outshining it. 2K is much faster and can combo into 2D, giving 2K the same reward 2D has. 2S has a much longer range, is more rewarding, and its speed is either equal or better depending on the Blood Gauge. That being said, 2D is a staple in many of Nagoriyuki’s combos and blockstrings due to being a low attack that knocks the opponent down.
6P
- Upper body invulnerable
- Initial Proration for combo : 90%
An attack with upper body invulnerability. Naturally, this move is an excellent anti-air. It's range is much smaller than 2HGuard:
MidStartup:
17Recovery:
29Advantage:
-17, but it comes with the benefit of being a lot easier to use in a pinch due to its upper body invulnerability and superior speed. This is Nagoriyuki's main tool to stop opponents from trying to engage with air attacks on reaction. Combo it into ShizuriyukiGuard:
MidStartup:
11Recovery:
21Advantage:
-7 (623H) for powerful juggle combos. Furthermore, It can also be used to completely shut down certain offensive moves from the opponent during their pressure, such as Giovanna's Trovão or Sol Poente.
6K
- Pulls back lower hurt box on frame 3 up until the first active frame
- Ground bounces on air hit, such as after c.S
- Initial Proration for combo : 90%
- Stagger on counter hit.
A forward-moving stomp attack. The forward movement is useful for moving into throw range. 6K is Nagoriyuki's main way to lead into 623H or 214H after a 5K. Due to pulling Nagoriyuki's lower hurtbox back, 6K can be rewarding to throw out in anticipation of a low poke. 5K > 6K can be reliably hit confirmed into follow-ups, such as the aforementioned special moves or even an Overdrive.
6H
- Deals chip damage.
- Can be used to OTG; opponent will tech instantly on connect.
- Ground bounces on counter hit, which can be followed up with specials or an OTG 6H.
- Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
- With each bar of Blood Gauge, speed, range and power are improved.
A large sword slash downwards. 6H is a great button to catch people who try and mash during your pressure after certain buttons, as it leads to big damage off of a counter hit. 5K and c.S are good options to gatling into it. c.S > 6H is a true blockstring if done instantly, so delay it for a frame trap. It's high hitbox also makes it useful for forcing a cornered opponent back to the ground, should they jump. In addition, canceling 6H into backwards Fukyo (214K) will grant Nagoriyuki +2 on block frame advantage.
Due to its damage, knockdown, and the rate that it decreases the Blood Gauge, 6H is a good combo finisher in many situations. When ending a combo with 6H as an OTG, canceling into forward Fukyo (236K) results in favorable okizeme. If you're not in a distance to use c.S, you'll usually at least be within distance to use 2K or 2S.
j.P
- Initial Proration for combo : 80%
Tied for Nagoriyuki's fastest aerial attack, alongside j.K. It's combination of fast start-up speed and short recovery frames makes it useful for stopping air approaches. However, Nagoriyuki’s lack of aerial special moves means that you won’t get any powerful conversions from this.
Gatling Options: j.P
j.K
- Can cross-up.
- Initial Proration for combo : 80%
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. The hitbox below Nagoriyuki is wide enough for j.K to function as a Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them., which can be used well by using j.H combined with drift RC.
Gatling Options: j.D
j.S
- Deals chip damage.
- Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
- Initial Proration for combo : 80%
A standard air-to-air poke with good horizontal range. It is fairly slow and unrewarding at 0 blood bars, but improves a fair bit with higher blood. It is Nagoriyuki's best air-to-air option when you need good range, but generally speaking you should stick to ground-to-airs. It can lead to powerful combos on counter hit against grounded foes. This, in combination with its long horizontal range, makes it one of Nagoriyuki's most important tools for punishing projectiles.
Gatling Options: j.H, j.D
j.H
- Deals chip damage.
- Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
- With each bar of Blood Gauge, speed, range and power are improved.
- Initial Proration for combo : 80%
A decent jump-in option due to having a good hitbox below Nagoriyuki. Keep in mind that its horizontal range is very poor. At 0 blood bars, this move is too slow and short ranged to be worth using. Try to go for it with at least one blood bar. It can also lead to powerful combos on counter hit, making it a rewarding option for punishing projectiles if you have 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. You'll need to use a Roman Cancel to convert off of j.H, though. Without Tension, you’ll have to make do with just strike/throw.
Gatling Options: j.D
j.D
- Deals chip damage.
- Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
- Causes wall bounce on hit.
- Initial Proration for combo : 80%
A disjointed attack with massive range that hits diagonally upwards in front of Nagoriyuki. It wall bounces on hit. When its speed and power is boosted by high blood, j.D can lead to surprisingly powerful dustloop combos in the corner. It also briefly stalls his air momentum on use. Can work as an air-to-air for opponents that approach from high angles. Just keep in mind that you'll need good timing to land a j.D. It can also be used to alter the time when you hit the ground to confuse the opponent.
Universal Mechanics
Ground Throw
6D or 4D
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 option for opening up a blocking opponent. Think of it as a faster but less rewarding alternative to Bloodsucking UniverseGuard:
Ground ThrowStartup:
7Recovery:
48Advantage:
NA (623P). It can also be used for disrespecting pressure, especially so considering Nagoriyuki's moves are usually on the slower side. Ground throw results in a hard knockdown on hit, granting powerful okizeme. After a ground throw connects in the corner, go for an immediate 6K. This is a set-up that will cause fast strikes, such as c.S, to hit the opponent meaty. It can also be used to get Nagoriyuki in range to use 623P to interrupt a DP, though this will require a slight delay after the 6K.
- Can throw the opponent either forward or backwards.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Air Throw
j.6D or j.4D
Universal air throw. Excellent air-to-air and complements Nagoriyuki's mix-ups.
Air throw has long range, especially so above Nagoriyuki, making it a useful tool for interrupting air approaches. It is also faster than any of Nagoriyuki's aerial strikes, though air throw has a lot of recovery, so beware. On hit, it combos into 6H OTG, making it more rewarding than other characters' air throws. In addition, it can complement Nagoriyuki's mix-ups. A common option against Nagoriyuki's FukyoGuard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A mix-ups is Chicken BlockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions., as it will cover many of Nagoriyuki's options. 236K into air throw is useful for countering chicken blocking.
For more on Fukyo mix-ups and how air throw plays into it, see the Strategy page.
- Can throw the opponent either forward or backwards.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Special Moves
Fukyo
236K or 214K
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 is a versatile move with a wide array of applications. First of all, it helps compensate for Nagoriyuki's poor movement options. 236K can be used to approach and 214K can be used to retreat and to dodge and punish attacks during neutral. Both versions leave Nagoriyuki with significant sliding momentum. The momentum can be canceled at anytime after the dash recovery by walking in the opposite direction. This allows the user to fine tune the range Nagoriyuki ends up at, which is key for getting into the optimal range to keep up the pressure. The forward momentum of 236K can also be imparted to other actions, namely Nagoriyuki's other special moves and his jumps. 236K > 214H grants Nagoriyuki a relatively fast, full-screen lunging attack. This can help the user close space against characters with access to full-screen zoning options, such as Happy Chaos.
The forward momentum of 236K is essential for extending many of Nagoriyuki's combos, such as following up after 623H or staying in range for multiple c.S. The sliding momentum can also move him into position to extend pressure. For example, 236K > c.S on block leaves Nagoriyuki close enough for a follow-up 623P. Given that 236K and 214K has the same animation, you can mix up the two versions to throw the opponent off. For example, you can bait and punish an abare option by going backwards, or condition the opponent to think you're moving backwards and then move forward to open them up. For more on Fukyo mix-ups, check the Strategy page.
Fukyo is the glue that binds Nagoriyuki's move set together. Proper use of it is essential for mastering Nagoriyuki, so get comfortable with it.
- Increases Blood Gauge (+43.2/300) over 3 seconds
- 236K and 214K can cancel into specials from frame 14 and frame 9 onwards, respectively, except either variant of Fukyo.
- Cancelable into itself with a
or
input while holding
.
Zarameyuki
236S
A versatile projectile attack that increases the Blood Gauge. Useful for counter-zoning, closing space and for pressure.
Nagoriyuki fires a body double of himself as a projectile. It starts up with a projectile clashing hitbox before becoming a traditional projectile hitbox. As luck would have it, 236S also reaches full screen and is quite fast, making it a strong anti-zoning tool. 236S > 236K allows the user to advance towards the opponent while using the projectile as cover, providing an opportunity for a follow-up attack. This is a key approach option in certain match-ups, as it allows the user to nullify an enemy projectile and close space at the same time. This is a rewarding, albeit Blood Gauge intensive, way to bypass enemy zoning. If 236S connects, Nagoriyuki can combo into f.SSS, mitigating the Blood Gauge increase. The move is also effective for finishing a low-life opponent off.
At close range, Zarameyuki provides multiple mix-up routes thanks to its significant frame advantage on block. For example, you can use c.S if the opponent tries to mash after blocking the projectile or open them up with a throw if they continue to block. Its high amount of active frames also make it easy to hit the move as a meaty. Try using it after knocking the opponent down with Bloodsucking Universe in the corner, as the stage positioning and Blood Gauge reduction allows for extended pressure sequences.
- Increases Blood Gauge (+90/300) over 3 seconds.
- Cancels single-hit projectiles.
- Projectile becomes active on frame 12 with a projectile clashbox before transitioning to a projectile hitbox when near the opponent.
- Clashbox lasts between 6~17F before transitioning to traditional active frames (total on-screen active time 15~26F).
- Can be canceled into other specials starting from frame 16.
- Initial Proration for combo : 80%
Kamuriyuki
214H
A powerful and versatile lunging attack that increases the Blood Gauge. An excellent tool for closing space, punishment, pressure and combos.
Thanks to its impressive combination of speed and range, Kamuriyuki is a good option for closing the gap and initiating offense. Surprise your opponent with it during neutral, and you're likely to interrupt their forward movement or even score a counter hit. It's an excellent punisher, use it if the opponent whiffs a risky move. You can also use it to interrupt a slow, reactable move, such as Ky's Charged Stun Edge
Guard:
AllStartup:
39Recovery:
Total 62Advantage:
+22 [+25] (236H). If 214H hits close and with low combo scaling, the knockdown from 214H can combo into 6H OTG, which can help mitigate the move's Blood Gauge increase. During less ideal conditions, Nagoriyuki will need to close space with FukyoGuard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A (236K) before using 6H, if it can combo at all. Alternatively, combo 214H into ShizuriyukiGuard:
MidStartup:
11Recovery:
21Advantage:
-7 (623H) to launch the opponent for a stronger conversion, at the cost of high Blood Gauge increase.
Keep in mind that the move is -3 on block at close range. This means that Nagoriyuki is forced to go for a special move afterwards or risk being punished by a throw. Nagoriyuki's various special moves puts the user in a decent position to play mindgames with the opponent. If the opponent attempts a punish, cancel into 623H to counter hit them or into 214K to dodge and punish. If they play passively, mix them up with a command throw. 214H also yields great reward on counter hit, making it great as a frame trap from other moves, such as 5H. Note that if only the final frames of 214H hit the opponent - such as from or near max range - Nagoriyuki is left at -1 on block, which means that special canceling isn't a must to stay safe. 214H also has airborne frames, allowing it to jump over certain attacks.
Kamuriyuki is a phenomenal move. It approaches, it combos, it punishes, it mixes, it sets up frame traps, it slices, it dices and it makes julienne fries. However, it will not pay your taxes. Nagoriyuki players are still debating how to best work around this significant shortcoming.
- Increases Blood Gauge (+90/300) over 3 seconds
- Airborne 5~12F
- Initial Proration for combo : 90%
Shizuriyuki
623H
A large and versatile two-hit rekka that increases the Blood Gauge. A strong frame trap and combo extender, as well as a powerful anti-air and oppressive round start option.
The 623H input initiates the first hit, and pressing again initiates the follow-up (623HH). The follow-up is highly delayable and can be used even on whiff. 623H is a good choice after moves such as Kamuriyuki
Guard:
MidStartup:
14Recovery:
17Advantage:
-3 (214H) on block to punish an opponent that challenges the user. The follow-up can be used to cover for the first hit, should it be blocked. Both hits yield great reward on counter hit, making it effective for conditioning the opponent to block. Shizuriyuki is also used to extend combos. 623H launches the opponent, making it set up juggle combos. 623HH causes a ground bounce that can be followed up on, allowing for combos such as 623HH > 214H loops.
Shizuriyuki is as strong in neutral and on defense as it is on offense thanks to its range, disjoint and upper body invulnerability. These traits make it an excellent addition to Nagoriyuki’s arsenal of anti-airs, alongside 6PGuard:
MidStartup:
12Recovery:
15Advantage:
-6 and 2HGuard:
MidStartup:
17Recovery:
29Advantage:
-17. Lastly, the move is a very oppressive round start option. Its numerous powerful properties allow it to beat many aggressive round start options. Even if the opponent evades the first hit by moving back, the second hit can be used to dissuade the opponent from punishing it. Many characters struggle to contest it at round start, such as Goldlewis.
If you want to oppress your opponent with a dirty, rage-inducing move, then look no further than Shizuriyuki. Just don't go too wild with it during get-togethers... unless you want to destroy your friendships.
- The first hit increases Blood Gauge (+90/300) over 3 seconds.
- The second hit has no effect on the Blood Gauge.
Bloodsucking Universe
623P
A command throw that depletes the Blood Gauge on hit. Indispensable for mix-ups and Blood Gauge management.
Like all command throws, Bloodsucking Universe is used to punish overly respectful blocking and to condition the opponent to challenge your blockstrings. Thanks to its speed, it's easy to surprise the opponent with this after a few moves. Try using it from forward FukyoGuard:
N/AStartup:
-Recovery:
Total 25Advantage:
N/A (236K), the second hit of f.SSGuard:
MidStartup:
13Recovery:
19Advantage:
-8, KamuriyukiGuard:
MidStartup:
14Recovery:
17Advantage:
-3 (214H), or after c.SGuard:
MidStartup:
7Recovery:
10Advantage:
+3 or 5KGuard:
MidStartup:
7Recovery:
12Advantage:
0 with momentum from 236K.
The heal is based on a percentage of the damage dealt. Considering the guts mechanic, this means the heal will have a greater effect when Nagoriyuki is at low health, the opponent is at high health, and/or the opponent has a low defense modifier.
If 623P successfully hits, the Blood Gauge's progression is completely halted - no matter how fast it was previously increasing or depleting - before the move applies its own drain effect. It’s useful for preventing Blood Rage at the last second. In addition, the drain effect will last its full 3 second duration even if the Blood Gauge empties during the effect. For instance, if you land 623P while having a low Blood Gauge and follow up with 236K to pressure the opponent's wake-up, the Blood Gauge cost of 236K will be negated by the residual drain effect. You can use multiple special moves during the drain effect and have all of their Blood Gauge costs negated, as long as their total Blood Gauge cost is less than 280 points. This dramatic decrease of the Blood Gauge allows for more special move usage and longer pressure sequences than normal after 623P lands.
The okizeme from 623P becomes stronger in the corner, as Nagoriyuki will end up close to the opponent. This, in combination with liberal special move usage from the Blood Gauge drain effect, allows for devastating pressure sequences. For more details, see the strategy page.
For all of its strengths, the move is still a throw, making it vulnerable to being mashed out of or punished on whiff. As much fun as it is to feast on your foe, if you try it in a predictable manner, then all you're gonna be eating is a counter hit combo. Don't be gluttonous... just a little hungry!
- Greatly decreases Blood Gauge (-280.8/300) over 3 seconds.
- Removes all Blood Gauge increases/decreases before applying its own drain effect.
- With Blood Gauge(100-200, 200-300), damage increases.
- Recovers health on successful grab (15% of damage dealt rounded down).
- Has counter hit recovery.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Blood Rage Activation
In most cases, Blood Rage activation is a failstate for Nagoriyuki that should be avoided.
Activation happens when the Blood Gauge becomes full, deactivation happens when Nagoriyuki uses ZansetsuGuard:
MidStartup:
11+(58 Flash)+10Recovery:
80Advantage:
-66 (632146H) or after enough time passes (roughly 3,5 seconds). Nagoriyuki will steadily lose life while in this state, up to 50% of his maximum health, though the gradual HP depletion cannot KO Nagoriyuki. Faultless Defense can stall the activation for as long as Nagoriyuki has Tension, though it will activate the moment the user lets go of Faultless Defense.
The activation has a hitbox that does no damage. If it hits, the opponent is launched far away and forced into a knockdown. Activation cannot wall break, a wall splatted opponent hit by it will instead be knocked down to the ground, right in front of Nagoriyuki. If blocked, the opponent is put into a Guard Crush animation and pushed back a fair distance if not in the corner. It is -12 on block, making it consistently punishable despite its Guard Crush properties. The long recovery also leaves Nagoriyuki wide open for punishment on whiff. Eating a combo and 50% HP drain at the same time is not the most pleasant experience. If you somehow manage to survive such punishment, contact your local newspaper. They are probably yearning for such an incredible story.
There are some ways for Blood Rage activation to be safe. One way is to make the opponent block it meaty. A more reliable way is comboing into it, though this requires some practice to learn how set up. For most players though, the most frequent way is when the opponent doesn’t pay attention to the Blood Gauge and gets hit unnecessarily.
- The activation hitbox can cancel out single-hit projectiles.
Overdrives
Wasureyuki
632146S
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 with the consecutive slashes. The Blood Gauge will be temporarily paused during the cinematic but will continue increasing or decreasing after the cinematic ends. If the opponent is hit with the tip of the blade, it will launch them into the air, but will not cause the cinematic. Instead it grants a knockdown. The Blood Gauge reduction will not apply in this scenario. However, the user can still extend the combo after the opponent falls to the ground, such as by using f.SSS.
Wasureyuki is an especially powerful reversal due to its high damage and good blood drain. Its hitbox is generous, though it is highly punishable on whiff or on block, like other invincible reversals. Due to its many hits, it will deal considerable damage even after severe scaling late into a combo, and massively drains the blood gauge, making it a powerful ender in lengthy combos.
It’s powerful, it’s invincible, it manages blood and it oozes with style. What’s not to love?
- Decreases Blood Gauge (-194.4/300) over 6 seconds.
Zansetsu
632146H during Blood Rage
A Blood Rage exclusive Overdrive. Primarily a combo finisher, but also works as a sub-par invincible reversal.
In Blood Rage state, Zansetsu is Nagoriyuki’s only overdrive. It has enough range to hit 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 rather poor reversal. The hefty startup frames make it tricky to connect, and the long recovery makes it consistently punishable by all characters, even if used at a sizable distance. It’s even worse if the opponent has 50% Tension, as they can PRC Zansetsu on reaction to the super flash animation. Using this tool for neutral or defense requires a good understanding of the opponent’s habits and tendencies.
- Does not exit Blood Rage mode if it is Roman Canceled before the animation finishes
External References
Guilty Gear Strive Nagoriyuki Introduction( https://www.guiltygear.com/ggst/en/character/nag/ )
Guilty Gear Strive Nagoriyuki Starter Guide ( https://youtu.be/zfTyAZkVgQM )
Guilty Gear Strive Nagoriyuki Hitbox movies( https://www.youtube.com/watch?v=zD5swjW178c )

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System Explanations
• HUD • Controls • Frame Data & System Data • Patch Notes •
• Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc •