GGST/Nagoriyuki

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Overview
Overview

Nagoriyuki is a mid-range powerhouse who 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.S and 2S control the mid-range. His exceptional special moves have the unique boon of being special-to-special cancelable. This includes Fukyo, a teleport that compensates for his weak mobility and grants phenomenal strike/throw mix-ups when combined with normals and other specials. Using specials has the side effect of filling his unique resource, the Blood Gauge. Filling it boosts the speed, range and power of his GGST H Prompt.png normals, transforming 5H and 2H into outstanding space control tools against grounded and aerial opponents, respectively.

The Blood Gauge must be filled cautiously, however, as filling it completely forces Nagoriyuki into Blood Rage, a state so punishing that defeat is near certain. Deplete the Blood Gauge by connecting GGST H Prompt.png normals or by feasting with Bloodsucking Universe, a command grab. This is vital for controlling the Blood Gauge and averting an untimely demise to Blood Rage. Excelling with Nagoriyuki requires constant situational awareness and Blood Gauge management by adeptly shifting tactics mid-match. Players skilled enough to manage the gauge to one or two bars are rewarded with enhanced GGST H Prompt.png normals while still having the leeway to utilize stellar special moves.

Memorize the Blood Gauge's behavior by heart and sharpen your instincts to stop approaches with your blade. Now it’s time to feast!


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
Playstyle
GGST Nagoriyuki Icon.png Nagoriyuki(名残雪), classified as a One Shot type, is a noble vampire samurai who exchanges bloodlust for long range, fearsome pressure and massive damage.
Pros Cons
  • Massive Range: His giant katana lets him safely control the screen from further ranges than most of the cast. His range must be respected because of the sizable chunk of damage each hit deals.
  • Blood Gauge: Increasing his Blood Gauge boosts the range, speed and power of his GGST H Prompt.png normals, transforming them into oustanding space control tools.
  • Special Cancels: Has the unique ability to cancel specials into other specials, allowing for unique pressure routes and combo routes.
  • Brutal Punishment: His long range, high damage and special cancels means that any mistake the opponent makes can be massively punished, especially so on a counter-hit. He is classified as a One-Shot type for a reason.
  • Strong Pressure: Nagoriyuki's ability to cancel his moves with Fukyo gives him instant strike/throw mix-ups with devastating frametraps, which is further reinforced by his powerful chip damage. He can also Fukyo backwards to bait responses and punish.
  • Blood Rage: If he mismanages Blood Gauge he will be forced into Max Blood Rage, a mode that is difficult to exit and has three punishing drawbacks:
    • He loses access to all of his special moves.
    • 50% of his maximum health is drained during its duration.
    • The activation has a long, easily punishable animation.
  • Limited Mobility: Does not have a normal dash, air-dash or double jump. Fukyo forces him to spend blood meter in order to approach quickly. Not having access to special moves in Bloodrage means he cannot dash, either.
  • Weak to Pressure: Nagoriyuki's limited mobility exacerbates specific problems on defense. Common tactics for getting out of the corner in Guilty Gear games include superjumping or air-dashing over the opponent's reset. Nagoriyuki can't do these, and so he will be forced to look for places to abare, reversal super, or otherwise force a turn.
Note: Nagoriyuki's Super jump is unique, and behaves more similarly to a launch jump from other games. It covers more horizontal and vertical distance than other jumps. It comes with the downside of significant startup. This can both help and hurt Nagoriyuki depending on the circumstance and matchup. Tied to this, is how mobility applies to defense. Nagoriyuki's limited mobility exacerbate specific problems on defense. Common tactics for getting out of the corner in Guilty Gear games include superjumping or air-dashing over the opponent's reset. Nagoriyuki can't do these, and so he will be forced to look for places to abare, reversal, or otherwise force a turn.
Blood Rage
The Blood Rage Gauge

Nagoriyuki has a unique mechanic in the Blood Rage Gauge. Each time he uses a special move, the gauge will start to fill. He is allowed to cancel special moves into each other, which fills the gauge quickly. Filling the gauge increases the range, speed and power of his GGST H Prompt.png normals. There are several ways the gauge can decrease. One way is by connecting his sword normals on hit or block. Another is by landing Bloodsucking Universe, which will halt the build up and completely deplete the blood gauge. Lastly, the gauge passively depletes over time.

Increasing the Blood Gauge by one or two bars in order to take advantage of enhanced GGST H Prompt.png normals is a crucial aspect of Nagoriyuki's gameplan. However, increasing it fully is very dangerous because doing so forces Nagoriyuki into Max 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 you are 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.
  • 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, but leaves him at a disadvantage.
  • 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 getting caught in a combo during Blood Rage can spell a swift end.

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% on Zansetsu 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 Max Blood Rage is that his GGST S Prompt.png and GGST H Prompt.png attacks receive further buffs to range and damage and that he gets access to his Zansetsu overdrive. The drawbacks of the mode massively outweigh the advantages, however, so it should be avoided.

Players must constantly keep note of how filled the Blood Gauge is and manage it carefully to avoid entering Max Blood Rage mode. It is integral that players understand how to maximize the benefits while mitigating the drawbacks of Blood Gauge in order to play Nagoriyuki effectively.


Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 Mid 7 6 10 +3 -

  • Does not interact with the Blood Gauge in any way.
  • On hit, gatlings 5H, 2H and 6H combo at any Blood Gauge level. On block, gatlings 6H and 2S are a true blockstring at any Blood Gauge level and 5H and 2H are a true blockstring at more than 1 blood bar or more.

Nagoriyuki uses his shortsword for a quick slash. Lifts the opponent into the air on hit, which means you can often get multiple hits of these when hit at certain distances. This can also be used as an anti-air due to its speed, but getting within the activation range may prove to be a challenge. The fact that this move is +3 makes it an excellent button to use for either pressure or as a meaty, since all of Nago's options after this can lead to deadly damage on counterhit.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
f.S 25 Mid 16 3 28 -17 -
f.SS 25 Mid 13 3 19 -8 -
f.SSS 25,[80] Mid 14 6 38 -25 -

  • One of Nagoriyuki's biggest pokes.
  • Has follow-ups if you keep pressing Slash.
  • Last follow-up knocks down.
  • f.S and f.SS decreases Blood Gauge on hit (-7.2/300).
  • Final hit of f.SSS decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Total Blood Gauge recovery for the full f.SSS on hit is (-72/300) and the reduction applies as 3 separate instances each lasting 6 seconds.
  • Gatling f.S into 5H or 2H will combo only at 2 or more bars of Blood Gauge.
  • Initial Proration for combo : 90%

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

f.SS is quite the valuable mixup tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for f.SSS, which can easily keep the opponent on their toes and often let you get away with escaping a punish. What helps this is that there's a natural frame trap in between the two moves, which will hit an opponent mindlessly pressing buttons if you opt for f.SSS. However, since f.SSS is -25 on block, cannot be special cancelled, and leads to little reward on hit, it's best to use specials to punish instead. An example is Shizuriyuki (623H), as it gives great reward on counterhit.

Gatling Options: 5H, 2H

5H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
5H Level 1 60 Mid 20 6 27 -14 -
5H Level 2 65 Mid 18 6 27 -14 -
5H Level 3 70 Mid 16 6 27 -14 -
5H Level BR 91 Mid 16 6 27 -14 -

  • Massive reach and massive damage.
  • Hits nearly fullscreen in Blood Rage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Blood Gauge reduction applies over 6 seconds.
  • With each bar of Blood Gauge, range, damage and startup improve.

Horizontal slash forwards. At 1 and 2 blood bars, this outranges f.S. At 2 it is especially useful, as it has the same startup as f.S but with less disadvantage on block. This makes it an ideal tool to keep the opponent at bay at a blood level where your options are limited, and an option they're going to have to respect due to its damage and blood drain. A counterhit from this usually allows you to lead into 6H with the aid of Fukyo for good, stable damage.

5D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 [62] High 20 [28] 3 26 -15 [-10] -

  • Data in [] represents values when fully charged.
  • Does not reduce Blood Gauge on hit or block.
  • j.S, j.HS, and j.D follow ups after the launch recover the Blood Gauge like normal.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.

Nagoriyuki uses his long sword for a quick overhead. Charged 5D + InputIcon 8.png will give you the cinematic launch. Even though Nagoriyuki lacks a double jump normally, you can double jump during the launch. j.HS drains 8 times as much of the blood gauge as j.S or j.D do, so route into as many as possible after the cinematic launch to maximize recovery of the Blood Gauge.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
34 Mid 13 5 15 -6 1~3F Upper body; 4~17F Above Knee

  • One of Nago's main anti-airs.
  • Invulnerability on upper half of body
  • Initial Proration for combo : 90%

Much faster than 2H at the cost of being much smaller. Comes with the benefit of being a lot easier to use in a pinch, and actually having upper body invulnerability. This is your main tool to stop opponents from trying to engage with air attacks on reaction, though this can also be used to completely shut down certain offensive moves from the opponent during their pressure, such as Gio's Trovão or Sol Poente.

6K

6H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
6H Level 1 70 Mid 17 6 30 -17 -
6H Level 2 80 Mid 16 6 30 -17 -
6H Level 3 90 Mid 15 6 30 -17 -
6H Level BR 117 Mid 15 6 30 -17 -

  • Can be used to OTG; opponent will tech instantly on connect.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Blood Gauge reduction applies over 6 seconds.
  • With each bar of Blood Gauge, range, damage and startup improve.

A sword slash downwards. Due to its damage, knockdown, and the rate that it decreases the Blood Gauge, this is a good ender for certain combos. This is also an amazing button to catch people who try and mash during your pressure after certain buttons, as it leads to big damage off of a counterhit.

When ending a combo with 6H as an OTG, canceling into 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 2S.

2P

2K

2S

2H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
2H Level 1 50 Mid 19 7 29 -17 -
2H Level 2 55 Mid 17 7 29 -17 -
2H Level 3 60 Mid 15 7 29 -17 -
2H Level BR 78 Mid 15 7 29 -17 -

  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Blood Gauge reduction applies over 6 seconds.
  • With each bar of Blood Gauge, range, damage and startup improve.

An absolutely massive anti-air that somehow gets even bigger during Blood Rage. A move this huge will teach you how to anti-air - just don't be too predictable with it, as the move has its fair share of weaknesses. Unlike 6P, this move has no upper body invulnerability, so a slow or improper read can make you eat a counter hit. The immense amount of recovery on this move also means your turn ends if it whiffs. However, a counterhit on this can lead to a good combo, and even if this move is blocked, the blockstun is usually enough to start your offense if you cancel into Fukyo.

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Zarameyuki / 粒雪

236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 Mid 23 26 Total 44 +5 -

  • Mid-range poke
  • Cancels single-hit projectiles.
  • Increases Bloodgauge (+90/300) over 3 seconds
  • Persists if Nago gets hit.
  • Can be cancellable into other specials.
  • Initial Proration for combo : 80%

Nagoriyuki's only projectile tool. Cancelling it into 236K can end his recovery much quicker. This can help you advance towards your opponent more if you follow up with his dash. This special can give multiple mix-up routes when the opponent is blocking given it's advantage on block. For example, you can use c.S if the opponent tries to mash your projectile or if they proceed to block, you can punish them with your command grab, (623P).

Fukyo / 不香

236K or 214K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236K N/A N/A 1 N/A Total 25 N/A 1~25F Above Chest
214K N/A N/A 1 N/A Total 16 N/A 1~16F Above Chest

  • Command dash.
  • 236K goes forwards, 214K goes backwards.
  • Cancelable into itself with a InputIcon 4.png or InputIcon 6.png input while holding GGXRD K Prompt.png.
  • Increases Bloodgauge(+43.2/300) over 3 seconds
  • Leaves Nagoriyuki with significant sliding momentum.

Fukyo is Nagoriyuki's compensation for dashing. Though, beware of using this too much because it increases your Bloodgauge. There are a few advantages when using it. Given it's same animation, you can trick the opponent to think you're either staying on the defense or engaging. Ex. You can bait a throw on recovery by going backwards, or condition the opponent to think you're moving backwards before moving forwards to open them up.

The forward momentum can be used to keep you in range for multiple c.S or for a followup 623P after c.S on block. The momentum can also be imparted to Nagoriyuki's jumps, giving him access to a slow but full screen gap close option. The momentum can be canceled at anytime after the dash recovery by walking in the opposite direction. This allows you to fine tune the range you want to end up at. Canceling the momentum after 214K is key to getting in the optimal range to continue pressure with Nagoriyuki's long range pokes.

Proper use of this move is one of the things that defines your pressure, so get comfortable with it.

Kamuriyuki / 冠雪

214H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 Mid 14 5 14 0 -

  • A lunging attack that can knock down the opponent on hit
  • Can cancel into any special on hit or block
  • Increases Bloodgauge (+90/300) over 3 seconds
  • Airborne 5~12F

Contrary to how it looks, this move is very safe on block. It spaces Nago just out of throw range and in a great position to play mindgames with his opponent. It can also be RC'd into air normals while it is in startup, giving Nago a far reaching and fast overhead with j.S at the cost of 50 tension.

A knockdown from this usually allows you to hit the opponent with 6H, which can help deal with the cost to the Bloodgauge this move has. This moves yields great reward on counterhit, giving it a good use when you feel an opponent is trying to press buttons during your pressure.

Note that if only the final frames of the attack hit the opponent (such as from or near max range) Nago is left at +2 OB.

Shizuriyuki / 垂雪

623H

Bloodsucking Universe

623P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80,90,100 Ground Throw 7 2 48 NA 1~8F Throw

  • Command grab.
  • Recovers some health on successful grab (15% of damage dealt rounded down).
  • Greatly decreases Blood Gauge over 3s (-280.8/300)
  • Removes all Blood Gauge increases/decreases before applying its own drain effect.
  • CH recovery
  • With Blood Gauge(100-200,200-300), damage increases.
  • Forced Proration for combo : 50%

If this successfully hits, the Bloodgauge's progression is completely halted, no matter how fast it was previously filling (or emptying!). Useful for preventing Blood Rage at the last second.

The heal is based on 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.

Thanks to its speed, it's very easy to surprise the opponent with this after a few moves, such as a forward-moving Fukyo or the second hit of f.SS.

Given its dramatic decrease on your Blood Gauge, you can use Nagoriyuki's other specials more freely after it lands. Even if the Blood Gauge is empty the drain effect will still last its full 3 second duration. For instance, if you land Bloodsucking Universe while having a low Blood Gauge and follow up with Fukyo(236K) to pressure the opponent's wakeup, the Blood Gauge cost of Fukyo will be negated by the residual drain effect.

A primary component of Nagoriyuki's offense. Use this move to punish overly respectful blocking and to condition the opponent to challenge your blockstrings.

Blood Rage

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Activation N/A Guard Crush 4+38+3 10 70 -7 1~15f Full after freeze
Deactivation N/A N/A 1+59 N/A N/A N/A -
  • Activation does not break the wall. If opponent is in wall splat, will simply knock them down.
  • S and HS moves are heavily buffed.
  • Grants access to a powerful Overdrive: Zansetsu.
  • Disables special moves.
  • Faultless defense(FD) can prevent the activation as long as you have tension.
  • Activation itself can cancel out a single-hit projectile.

Activation happens when the gauge gets full, deactivation happens when you use Zansetsu or after enough time passes. You will steadily lose life while in this state, up to half your health.

The activation has a hitbox that does no damage. If it hits, the opponent is launched far away and forced into a knockdown. If blocked, the opponent is put into a lengthy guard break animation and pushed back a fair distance if not in the corner. These can both help to make the recovery of the activation safer, but this isn't perfect. If the opponent blocks this while their back is in the corner, neither of you will be pushed away, which gives them a free punish. If this whiffs, disconnect from the match and blame the lobby system as an excuse: you are dead.

Overdrives

Wasureyuki / 忘れ雪

632146S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70+3*17+60=Total 181 Mid 7+173+2 2 47 -30 1~10F Full

  • Enters a cinematic if it hits up close.
  • Reduces Blood Gauge (-194.4/300).
  • Blood Gauge reduction applies over 6 seconds.
  • If the opponent is hit at about the tip of the blade, it will launch them into the air, but will not cause the consecutive slashes and instead grant a knockdown. However, you can still extend after they fall to the ground, such as by using f.SSS.

Nagoriyuki does a swift, large slash that lifts the opponent up into a series of further slashes. The Blood Gauge will be temporarily paused during the cinematic but will continue increasing or decreasing after the cinematic ends. The Blood Gauge reduction will only be applied if the final blow of the cinematic lands. Cinematic will knock the opponent in the other direction if directly above Nagoriyuki. Microwalk backwards before using on high wall splats.

Zansetsu / 残雪

632146H (while in Blood Rage)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
200 Mid 11+58+10 6 80 -66 1~26F Full

  • Hits fullscreen.
  • Deals MASSIVE damage raw, and still does plenty after a scaled combo.
  • Exits Blood Rage mode on use(on blocked/on hit).

When you enter Blood Rage mode, Zansetsu is the only overdrive move you can use. It's generally used quickly as possible to avoid your health from drastically decreasing overtime due to Blood Rage. Using it raw can be risky as you have a lot of recovery frames after activating. Some characters can run up to you in time. The long startup makes it a poor reversal, even worse if the opponent has meter as they can PRC attacks on reaction to the super flash animation.


90% complete
Page Status %
Overview Complete 20/20
Combos Complete 10/10
Strategy
  • Needs blockstring/pressure info
  • Fill out counter strategy
  • Could use some video examples/tutorials
12/20
Frame Data
  • Missing some prorate info
48/50
Click here for the scoring criteria to assess character page completion.


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 )

Navigation


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