GGST/Nagoriyuki: Difference between revisions

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| difficulty_rating = 2
| difficulty_rating = 2
| official_difficulty = yes
| official_difficulty = yes
| unique_mechanic1_name = Blood Rage
| unique_mechanic1_name = Blood Gauge & Blood Rage  
| unique_mechanic1 = [[File:GGST_Nagoriyuki_BloodrageGauge.png|center|250px|The Blood Rage Gauge]]
| unique_mechanic1 = [[File:GGST_Nagoriyuki_BloodrageGauge.png|center|250px|The Blood Rage Gauge]]
{{#lst:GGST/Nagoriyuki/Strategy|Blood Gauge}}
{{#lst:GGST/Nagoriyuki/Strategy|Blood Gauge}}
{{#lst:GGST/Nagoriyuki/Strategy|Blood Rage}}
{{#lst:GGST/Nagoriyuki/Strategy|Blood Rage}}
For more on Blood Gauge and Blood Rage, check the [[GGST/Nagoriyuki/Strategy#Blood_Gauge|strategy page.]]
}}
}}


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* Nagoriyuki's fastest normal.
* Nagoriyuki's fastest normal.
* Initial Proration for combo : 80%
* Initial Proration for combo : 80%
This is a standard {{clr|1|5P}} and a serviceable anti-air in some scenarios, a strength accentuated by its ability to cancel into {{clr|1|6P}}.
This is a standard {{clr|1|5P}} and a serviceable anti-air in some scenarios, a strength accentuated by its ability to cancel into {{clr|1|6P}}. It's Nagoriyuki's only 5 frame move, making it important for mashing out of grabs on wake up.  


[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
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Images =
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Nagoriyuki_fS1.png | Stabby stabby
GGST_Nagoriyuki_fS1.png |
GGST_Nagoriyuki_fS1-BR.png | Stabby stabby but bloody
GGST_Nagoriyuki_fS1-BR.png |
GGST_Nagoriyuki_fS2.png
GGST_Nagoriyuki_fS2.png
GGST_Nagoriyuki_fS3.png
GGST_Nagoriyuki_fS3.png
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==== ====
* One of Nagoriyuki's biggest pokes.
* One of Nagoriyuki's biggest pokes.
* Has follow-ups if you keep pressing {{clr|3|Slash}}.
* Has follow-ups if you keep pressing {{Prompt|GGST|S}}.
* Last follow-up knocks down.
* Last follow-up knocks down.
* {{clr|3|f.S}} and {{clr|3|f.SS}} decreases Blood Gauge on hit (-7.2/300).
* {{clr|3|f.S}} and {{clr|3|f.SS}} decreases Blood Gauge on hit (-7.2/300).
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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.  
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.  


{{clr|3|f.SS}} is quite the valuable mixup tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for {{clr|3|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 {{clr|3|f.SSS}}. However, since {{clr|3|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. Some examples are Shizuriyuki ({{clr|4|623H}}) which must be manually delayed, or Kamuriyuki ({{clr|4|214H}}) which has a natural frame trap; both give great reward on counterhit. After using these moves you technically can use two more fukyos, or an extra other special.
{{clr|3|f.SS}} is quite the valuable mix-up tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for {{clr|3|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 {{clr|3|f.SSS}}. However, since {{clr|3|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. Some examples are Shizuriyuki ({{clr|4|623H}}) which must be manually delayed, or Kamuriyuki ({{clr|4|214H}}) which has a natural frame trap; both give great reward on counter hit. After using these moves you technically can use two more Fukyos, or an extra other special.


[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
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* Massive reach and massive damage.
* Massive reach and massive damage.
* Hits nearly fullscreen in Blood Rage.
* Hits nearly fullscreen in Blood Rage.
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* With each bar of Blood Gauge, range, damage and startup improve.
* With each bar of Blood Gauge, range, damage and startup improve.


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* Holding up during the hitstop frames of charged dust will activate homing jump:
* 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.
** 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 {{clr|3|j.S}}, {{clr|4|j.HS}}, and {{clr|5|j.D}} will recover Blood Gauge like they normally would.
** During homing dust, using {{clr|3|j.S}}, {{clr|4|j.H}}, and {{clr|5|j.D}} will recover Blood Gauge like they normally would.
** Gives Nago a double jump that he wouldn't normally have.
** 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).
** 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.
** 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 {{clr|4|j.H}} drains 8 times as much of the blood gauge as {{clr|3|j.S}} or {{clr|5|j.D}} do, so route in as many {{clr|4|j.H}}s as possible to maximize recovery of the Blood Gauge.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using {{clr|4|j.H}} drains 8 times as much of the blood gauge as {{clr|3|j.S}} or {{clr|5|j.D}} do, so route in as many {{clr|4|j.H}} as possible to maximize recovery of the Blood Gauge.
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* Ground bounces on air hit, such as after {{clr|3|c.S}}
* Ground bounces on air hit, such as after {{clr|3|c.S}}
* Initial Proration for combo : 90%
* Initial Proration for combo : 90%
Stomp on the ground. Main way to lead into {{clr|4|623H}} after a {{clr|2|5K}}. Due to pulling back the lower hurtbox this can be a rewarding move to throw out in anticipation of a low poke.
Stomp on the ground. Main way to lead into {{clr|4|623H}} or {{clr|4|214H}} after a {{clr|2|5K}}. Due to pulling back the lower hurtbox this can be a rewarding move to throw out in anticipation of a low poke. {{clr|2|5K}} > {{clr|2|6K}} can be reliably hit confirmed into follow-ups, such as the aforementioned special moves or even an Overdrive.
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==== ====
==== ====
* Can be used to OTG; opponent will tech instantly on connect.
* 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).
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* With each bar of Blood Gauge, speed, range and power improve.
* 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 combo finisher in many situations. This is also 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.  
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 {{clr|4|6H}} as an OTG, canceling into Fukyo ({{clr|2|236K}}) results in favorable [[Okizeme|okizeme]]. If you're not in a distance to use {{clr|3|c.S}}, you'll usually at least be within distance to use {{clr|3|2S}}.
When ending a combo with {{clr|4|6H}} as an OTG, canceling into Fukyo ({{clr|2|236K}}) results in favorable [[Okizeme|okizeme]]. If you're not in a distance to use {{clr|3|c.S}}, you'll usually at least be within distance to use {{clr|3|2S}}.
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==== ====
==== ====
* Decreases Blood Gauge on hit (-7.2/300).
* Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* On hit, gatling {{clr|4|5H}}  combos at 2 blood bars or higher.
* On hit, gatling {{clr|4|5H}}  combos at 2 blood bars or higher.
* Initial Proration for combo : 90%
* Initial Proration for combo : 90%
A slash low to the ground. Its relatively swift startup and seemingly low recovery means that you can throw this out for multiple uses, such as preventing the opponent from dashing in or trying to low profile your other moves.
A slash low to the ground. Its relatively swift startup and seemingly low recovery means that you can throw this out for multiple uses, such as preventing the opponent from dashing in or trying to low profile your other moves. A very useful tool for footsies.


[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
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==== ====
==== ====
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* With each bar of Blood Gauge, speed, range and power improve.
* With each bar of Blood Gauge, range, damage and startup improve.
A massive anti-air. 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 {{clr|1|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 counter hit on this can lead to a good combo, and even if the move is blocked, the blockstun is usually enough to start your offense if you cancel into Fukyo.
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 {{clr|1|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.
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* Decreases Blood Gauge on hit (-7.2/300).
* Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* Initial Proration for combo : 80%
* Initial Proration for combo : 80%
Standard air-to-air poke. Gets longer in Blood Rage, making it less standard and more bloody.
Standard air-to-air poke. Can lead into powerful combos on counter hit against grounded foes, making it a useful tool for punishing projectiles.  


[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
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Images =
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Nagoriyuki_jH.png | SEPHIROTH
GGST_Nagoriyuki_jH.png |
GGST_Nagoriyuki_jH2.png |
GGST_Nagoriyuki_jH2.png |
</gallery>
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==== ====
==== ====
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
* Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* With each bar of Blood Gauge, speed, range and power are improved.
* With each bar of Blood Gauge, range, damage and startup improve.
* Initial Proration for combo : 80%
* Initial Proration for combo : 80%
{{clr|4|j.H}} is a jump-in button with a vertical hitbox used to cover almost directly below Nagoriyuki.  
{{clr|4|j.H}} is a jump-in button with a vertical hitbox used to cover almost directly below Nagoriyuki.  
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Images =
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Nagoriyuki_jD.png | Upward stabby stabby
GGST_Nagoriyuki_jD.png |
GGST_Nagoriyuki_jD2.png | Any further and this'll reach into the description I'm pointing at.
GGST_Nagoriyuki_jD2.png | Any further and this'll reach into the description I'm pointing at.
</gallery>
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* Causes wall bounce on hit.
* Causes wall bounce on hit.
* Decreases Blood Gauge on hit (-7.2/300).
* Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
* Blood Gauge reduction applies over 6 seconds.
* Initial Proration for combo : 80%
* Initial Proration for combo : 80%
A stab that hits diagonally upwards in front of Nagoriyuki. This also briefly stalls his air momentum on use. Can work both as an air-to-air for opponents above you, and sometimes as a way to alter the time when you hit the ground to confuse the opponent.
A stab that hits diagonally upwards in front of Nagoriyuki. This also briefly stalls his air momentum on use. Can work both as an air-to-air for opponents above you, and sometimes as a way to alter the time when you hit the ground to confuse the opponent.
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* Useful tool to stop air approaches. Leads into OTG {{clr|4|6H}}.
* Useful tool to stop air approaches. Leads into OTG {{clr|4|6H}}.
* Forced prorate for combo : 50%
* Forced prorate for combo : 50%
A useful tool for complementing Nagoriyuki's strike / throw mix-ups. Fukyo mix-ups consist of three options: {{clr|2|236K}} into a strike, {{clr|2|236K}} into a throw or {{clr|2|214K}} into a whiff punish. In situations where Nagoriyuki doesn't have enough frame advantage to interrupt jumps with {{clr|2|236K}} into a strike, a common option against Nagoriyuki is jumping back into block, as it will cover all three of the aforementioned options. Use {{clr|2|236K}} into Air Throw as a fourth mix-up option to beat jump into block.
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==== ====
* Reaches full-screen.
* Reaches full-screen.
* Increases Bloodgauge (+90/300) over 3 seconds.
* Increases Blood Gauge (+90/300) over 3 seconds.
* Cancels single-hit projectiles.
* Cancels single-hit projectiles.
* Projectile becomes active on frame 12 with a projectile clashbox before transitioning to a projectile hitbox when near the opponent.
* Projectile becomes active on frame 12 with a projectile clashbox before transitioning to a projectile hitbox when near the opponent.
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* Initial Proration for combo : 80%
* Initial Proration for combo : 80%


Nagoriyuki's only projectile tool. It starts up with a projectile clashing hitbox before becoming a traditional projectile hitbox. Cancelling it into {{clr|2|214K}} can end his recovery quicker while canceling into {{clr|2|236K}} can help you advance towards your opponent for a follow up attack. This special can give multiple mix-up routes when the opponent is blocking given its advantage on block. For example, you can use {{clr|3|c.S}} if the opponent tries to mash after blocking your projectile or if they continue to block, you can open them up with your command grab, {{clr|1|(623P)}}.
Nagoriyuki's only projectile tool. It starts up with a projectile clashing hitbox before becoming a traditional projectile hitbox. Canceling it into {{clr|2|214K}} can end his recovery quicker while canceling into {{clr|2|236K}} can help you advance towards your opponent for a follow up attack. This special can give multiple mix-up routes when the opponent is blocking given its advantage on block. For example, you can use {{clr|3|c.S}} if the opponent tries to mash after blocking your projectile or open them up with a throw if they continue to block.
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* Command dash.
* Command dash.
* {{clr|2|236K}} goes forwards, {{clr|2|214K}} goes backwards.
* {{clr|2|236K}} goes forwards, {{clr|2|214K}} goes backwards.
* Cancelable into itself with a {{Ni|4}} or {{Ni|6}} input while holding {{K}}.
* Cancelable into itself with a {{Ni|4}} or {{Ni|6}} input while holding {{prompt|GGST|K}}.
* Increases Bloodgauge(+43.2/300) over 3 seconds
* Increases Blood Gauge (+43.2/300) over 3 seconds
* Leaves Nagoriyuki with significant sliding momentum.
* 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.
A command dash that increases 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. {{clr|2|236K}} can be used to approach and {{clr|2|214K}} can be used to retreat and to dodge and punish attacks during neutral. The forward momentum of {{clr|2|236K}} is essential for extending many of Nagoriyuki's combos and can move him into position to continue pressuring the opponent. It can keep Nagoriyuki in range for multiple {{clr|3|c.S}} or for a follow-up {{clr|1|623P}} after {{clr|3|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, which is key for getting into the optimal range to keep up the pressure.


The forward momentum can be used to keep you in range for multiple {{clr|3|c.S}} or for a followup {{clr|1|623P}} after {{clr|3|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.
Given that {{clr|2|236K}} and {{clr|2|214K}} has the same animation, you can mix-up the two versions to throw the opponent off. For example, you can bait a throw on recovery 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 [[GGST/Nagoriyuki/Strategy#Fukyo Mix-Ups & Pressure Resets|strategy page]].
 
Proper use of this move is one of the things that defines your pressure, so get comfortable with it.
Fukyo is the glue that binds Nagoriyuki's move set together. Proper use of it is essential for every aspect of Nagoriyuki's gameplan, so get comfortable with it.
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* A lunging attack that can knock down the opponent on hit
* A lunging attack that can knock down the opponent on hit
* Can cancel into any special on hit or block
* Can cancel into any special on hit or block
* Increases Bloodgauge (+90/300) over 3 seconds
* Increases Blood Gauge(+90/300) over 3 seconds
* Airborne 5~12F
* Airborne 5~12F
* Initial Proration for combo : 90%
* Initial Proration for combo : 90%


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 {{clr|3|j.S}} at the cost of 50 tension.
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 {{clr|3|j.S}} at the cost of 50 tension. A knockdown from {{clr|4|214H}} usually allows you to hit the opponent with {{clr|4|6H}} OTG, which can help mitigate the move's Blood Gauge increase. {{clr|4|214H}} also yields great reward on counter hit, making it excellent for opponents that challenge your pressure.
 
A knockdown from this usually allows you to hit the opponent with {{clr|4|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.
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.
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|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623H" or input="623HH")
|where=chara="{{SUBPAGENAME}}" and (input="623H" or input="623HH")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
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==== ====
==== ====
* Anti-Air
* Anti-Air.
* Press {{Prompt|GGST|H}} once for the first hit, press it twice for the second hit
* Pressing {{Prompt|GGST|H}} twice initiates the follow-up.
* Second Hit can be delayed to Frametrap the enemy
* Second hit can be delayed.
* Increases Bloodgauge (+90/300) over 3 seconds
* Increases Blood Gauge (+90/300) over 3 seconds.
The move you'll be using to extend your combos. The most notable one is {{clr|4|623H}} > {{clr|2|236K}} for Midscreen, and {{clr|4|623H(2)}} > {{clr|4|214H}} in the corner.
{{clr|4|623H}} has three main purposes. The first is using to extend combos. Some examples are {{clr|4|623H}} > {{clr|2|236K}} to juggle the opponent and {{clr|4|623HH}} > {{clr|4|214H}} in the corner. The move can also be used as an anti-air due to its massive hitbox and upper-body invulnerability. Lastly, {{clr|4|623HH}} is a powerful tool for frame traps. The second hit can be delayed and both hits yield great reward on counter hit. Use it to condition an opponent to block.  
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* Command grab.
* Command grab.
* Recovers some health on successful grab (15% of damage dealt rounded down).
* Recovers some health on successful grab (15% of damage dealt rounded down).
* Greatly decreases Blood Gauge over 3s (-280.8/300)
* Greatly decreases Blood Gauge over 3 seconds (-280.8/300).
* Removes all Blood Gauge increases/decreases before applying its own drain effect.
* Removes all Blood Gauge increases/decreases before applying its own drain effect.
* CH recovery
* Has counter hit recovery.
* With Blood Gauge(100-200,200-300), damage increases.
* With Blood Gauge(100-200, 200-300), damage increases.
* Forced Proration for combo : 50%
* 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.
A primary component of Nagoriyuki's offense. Use this move to punish overly respectful blocking and to condition the opponent to challenge your blockstrings. Thanks to its speed, it's very easy to surprise the opponent with this after a few moves, such as forward '''Fukyo''' ({{clr|2|236K}}) or the second hit of {{clr|3|f.SS}}. If it hits, the Blood Gauge'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.
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 {{clr|3|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 {{clr|2|236K}} to pressure the opponent's wake up, the Blood Gauge cost of {{clr|2|236K}} will be negated by the residual drain effect.
 
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({{clr|2|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.
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* Activation does not break the wall. If opponent is in wall splat, will simply knock them down.
* {{prompt|GGST|S}} and {{prompt|GGST|H}} moves are heavily buffed.
* {{clr|3|S}} and {{clr|4|HS}} moves are heavily buffed.
* Grants access to a powerful Overdrive: Zansetsu.
* Grants access to a powerful Overdrive: Zansetsu.
* Disables special moves.
* Disables special moves.
* The activation hitbox can cancel out single-hit projectiles.
* The activation does not break the wall. A wall splatted opponent is knocked down instead.
* Faultless defense(FD) can prevent the activation as long as you have tension.
* 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.
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.


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==== ====
==== ====
* Reduces Blood Gauge (-194.4/300) over 6 seconds.
* Enters a cinematic if it hits up close.
* 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 {{clr|3|f.SSS}}.
* 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 {{clr|3|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.
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.
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* Hits fullscreen.
* Hits fullscreen.
* Deals MASSIVE damage raw, and still does plenty after a scaled combo.
* Deals ''massive'' damage raw, and still does plenty after a scaled combo.
* Exits Blood Rage mode on use(on blocked/on hit).
* 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 as 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.
When you enter Blood Rage mode, Zansetsu is the only overdrive move you can use. It's generally used as 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. Most characters can run up and punish it 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.
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Revision as of 19:00, 22 October 2021



Overview
Overview

Nagoriyuki is a mid-ranged powerhouse who dynamically shifts between extended pressure strings which threaten strike/throw mix-ups and space control with massive normals, depending on what the Blood Rage mechanic allows.

Nagoriyuki's long and rewarding f.S and 2S control mid-ranged neutral. His 5K is a good poke for stagger pressure due to its excellent range and frame data. 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. Fukyo also grants devastating pressure in the form of strike/throw mix-ups when combined with normals and other specials. Kamuriyuki is especially powerful for frame traps and doubles as a gap-closing tool. Furthermore, using specials has the side effect of filling his unique resource, the Blood Gauge. Filling it boosts the speed, range and power of his H 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 becomes near certain. Deplete the Blood Gauge by connecting H 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 midmatch. Players skilled enough to manage the gauge to one or two bars are rewarded with enhanced H 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!

 Nagoriyuki  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: Nagoriyuki's 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 the Blood Gauge boosts the speed, range and power of his H 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 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 air dash and his superjump has significant startup, so he will be forced to look for places to punish, abare, reversal, 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 air dash and his superjump has significant startup, so he will be forced to look for places to punish, abare, reversal, or otherwise force a turn.
The Blood Rage Gauge

The Blood Gauge is a mechanic exclusive to Nagoriyuki. It is divided into three "Blood bars", consisting of 100 "Blood points" each. The gauge will start to fill when he uses special moves. He can cancel special moves into each other, which stacks their effects. Every Blood bar filled up increases the speed and power of his sword normals, as well as the range of his H normals. The gauge depletes if he lands any sword normal, Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA (623P) or WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S). It also depletes passively over time at a rate of 2.4 Blood (.8% of the total Blood gauge) per second.

The benefits of filling the Blood Gauge are significant, but it comes with drawbacks as well. Filling one or two bars increases the amount of damage Nagoriyuki takes (+11% at one bar filled, +25% at two bars filled). Filling it completely forces Nagoriyuki into the dangerous Blood Rage state, which has several immense drawbacks.

  • Loss of specials: Blood Rage disables Nagoriyuki's specials, impairing his ability to approach and mix up enemies. Without specials, Nagoriyuki is forced to walk, jump, or high jump in order to close space. This leaves him with little to open up a patient player with.
  • HP depletion: Blood Rage drains 50% of Nagoriyuki's maximum health over its duration, making every second spent in Blood Rage very costly. The health depletion cannot KO Nagoriyuki, but it 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, vulnerable animation, allowing any character to whiff punish. On block the animation is less unsafe at -12, but still leaves him consistently punishable.
  • Squishy: Nagoriyuki takes 25% extra damage while in Blood Rage (compared to his baseline damage taken modifier). Combined with its punishable activation and 50% health drain, this means that an unsafe Blood Rage activation allows for a very high damage combo against Nagoriyuki, if not an outright round loss.
Good opponents won't get hit by this, but if they do? SLASH

In addition, Nagoriyuki has no good way to exit Blood Rage. The player can either let Blood Rage end naturally at a massive health cost, or spend 50% Tension on ZansetsuGGST Nagoriyuki Zansetsu2.pngGuardAllStartup11+(58 Flash)+10Recovery80Advantage-66 (632146H) to end it early. The latter option is a -66 mid, which is punishable even at long distances. To summarise, the drawbacks of the mode massively outweigh the advantages, so it should generally be avoided. Nagoriyuki players must constantly watch the Blood Gauge and manage it carefully to avoid Blood Rage. You must maximise the benefits and mitigate the drawbacks of Blood Gauge to play Nagoriyuki effectively.

For more on Blood Gauge and Blood Rage, check the strategy page.
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Nagoriyuki

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 7 2 14 -

  • Amazing poke for its speed.
  • On hit, gatling 6H combos at 1 Blood Bar or higher.
  • Initial Proration for combo : 90%

A fast button with respectable range. Juggles the opponent on aerial hit, which is useful for certain combos. Since this is 0 on block, you can often get away with doing two of these in a blockstring to further keep the opponent guessing. Can also be used as a tickthrow with his Command Grab using the forward momentum gained from a 236K.

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

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 -

  • 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

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • One of Nagoriyuki's biggest pokes.
  • Has follow-ups if you keep pressing S.
  • 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 -115.2/300, OB -64.8/300).
  • Total Blood Gauge recovery for the full f.SSS on hit is (-129.6/300) 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 mix-up 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. Some examples are Shizuriyuki (623H) which must be manually delayed, or Kamuriyuki (214H) which has a natural frame trap; both give great reward on counter hit. After using these moves you technically can use two more Fukyos, or an extra other special.

Gatling Options: 5H, 2H

5H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • 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) 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. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 20 3 26 -

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
  • Data in [] represents values when fully charged.
  • 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.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 12 5 15 - 1-3 Upper Body
4-17 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

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 15 3 13 - 3-14F Low Crush

  • 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%

Stomp on the ground. Main way to lead into 623H or 214H after a 5K. Due to pulling back the lower hurtbox this can be a rewarding move 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

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • 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) over 6 seconds.
  • With each bar of Blood Gauge, speed, range and power improve.

A sword slash downwards. Due to its damage, knockdown, and the rate that it decreases the Blood Gauge, this is a good combo finisher in many situations. This is also 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.

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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • 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. Its relatively swift startup and seemingly low recovery means that you can throw this out for multiple uses, such as preventing the opponent from dashing in or trying to low profile your other moves. A very useful tool for footsies.

Gatling Options: 5H, 2H

2H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • 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 improve.

A massive anti-air. 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 counter hit on this can lead to a good combo, and even if the 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Causes wall bounce on hit.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • Initial Proration for combo : 80%

A stab that hits diagonally upwards in front of Nagoriyuki. This also briefly stalls his air momentum on use. Can work both as an air-to-air for opponents above you, and sometimes as a way to alter the time when you hit the ground to confuse the opponent.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
90 Air Throw 2 3 38 or Until Landing+10 -

  • Useful tool to stop air approaches. Leads into OTG 6H.
  • Forced prorate for combo : 50%

A useful tool for complementing Nagoriyuki's strike / throw mix-ups. Fukyo mix-ups consist of three options: 236K into a strike, 236K into a throw or 214K into a whiff punish. In situations where Nagoriyuki doesn't have enough frame advantage to interrupt jumps with 236K into a strike, a common option against Nagoriyuki is jumping back into block, as it will cover all three of the aforementioned options. Use 236K into Air Throw as a fourth mix-up option to beat jump into block.

Special Moves

Zarameyuki / 粒雪

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 18~29 9 Total 39 - Projectile Clash 12-[17~28]

  • Reaches full-screen.
  • 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).
  • Persists if Nago gets hit.
  • Can be canceled into other specials starting from frame 16.
  • Initial Proration for combo : 80%

Nagoriyuki's only projectile tool. It starts up with a projectile clashing hitbox before becoming a traditional projectile hitbox. Canceling it into 214K can end his recovery quicker while canceling into 236K can help you advance towards your opponent for a follow up attack. This special can give multiple mix-up routes when the opponent is blocking given its advantage on block. For example, you can use c.S if the opponent tries to mash after blocking your projectile or open them up with a throw if they continue to block.

Fukyo / 不香

236K or 214K

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

A command dash that increases 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. The forward momentum of 236K is essential for extending many of Nagoriyuki's combos and can move him into position to continue pressuring the opponent. It can keep Nagoriyuki in range for multiple c.S or for a follow-up 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, which is key for getting into the optimal range to keep up the pressure.

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 a throw on recovery 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 every aspect of Nagoriyuki's gameplan, so get comfortable with it.

Kamuriyuki / 冠雪

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Low 14 5 17 -

  • A lunging attack that can knock down the opponent on hit
  • Can cancel into any special on hit or block
  • Increases Blood Gauge(+90/300) over 3 seconds
  • Airborne 5~12F
  • Initial Proration for combo : 90%

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 214H usually allows you to hit the opponent with 6H OTG, which can help mitigate the move's Blood Gauge increase. 214H also yields great reward on counter hit, making it excellent for opponents that challenge 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

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Anti-Air.
  • Pressing H twice initiates the follow-up.
  • Second hit can be delayed.
  • Increases Blood Gauge (+90/300) over 3 seconds.

623H has three main purposes. The first is using to extend combos. Some examples are 623H > 236K to juggle the opponent and 623HH > 214H in the corner. The move can also be used as an anti-air due to its massive hitbox and upper-body invulnerability. Lastly, 623HH is a powerful tool for frame traps. The second hit can be delayed and both hits yield great reward on counter hit. Use it to condition an opponent to block.

Bloodsucking Universe

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80/90/100 Ground Throw 7 2 48 - 1-8F Throw

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

A primary component of Nagoriyuki's offense. Use this move to punish overly respectful blocking and to condition the opponent to challenge your blockstrings. Thanks to its speed, it's very easy to surprise the opponent with this after a few moves, such as forward Fukyo (236K) or the second hit of f.SS. If it hits, the Blood Gauge'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.

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 236K to pressure the opponent's wake up, the Blood Gauge cost of 236K will be negated by the residual drain effect.

Blood Rage

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Activation

No results

Deactivation

No results

  • S and H moves are heavily buffed.
  • Grants access to a powerful Overdrive: Zansetsu.
  • Disables special moves.
  • The activation hitbox can cancel out single-hit projectiles.
  • The activation does not break the wall. A wall splatted opponent is knocked down instead.
  • Faultless defense(FD) can prevent the activation as long as you have tension.

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. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
65, 2×17, 52 [65] All 7+(173 Flash)+2 2 54 - 1-10F Full

  • Reduces Blood Gauge (-194.4/300) over 6 seconds.
  • Enters a cinematic if it hits up close.
  • 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.

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 very powerful ender in lengthy combos.

Zansetsu / 残雪

632146H (while in Blood Rage)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
200 All 11+(58 Flash)+10 6 80 - 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 as 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. Most characters can run up and punish it 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.


95% complete
Page Status %
Overview Complete 20/20
Combos Complete 10/10
Strategy Could use some video examples/tutorials 17/20
Frame Data Missing some prorate info (initial vs forced, empty fields should probably be listed as N/A or None instead of being empty) 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

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

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