GGST/Nagoriyuki: Difference between revisions

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* Pulls back lower hurt box on frame 3 up until the first active frame
A forward-moving stomp attack. It's somewhat niche of a move, seeing use only in the occasional blockstring and combo. Still good at what it does, though.
* Ground bounces on air hit, such as after {{clr|3|c.S}}
 
{{clr|2|6K}} is useful during blockstrings because the forward movement of the attack moves Nagoriyuki into throw range. Keep in mind that Faultless Defense can push him out. Staggering {{clr|2|5K}} > {{clr|2|6K}} repeatedly can make the opponent freeze up due to the risk of special cancels. Due to pulling Nagoriyuki's lower hurtbox back, {{clr|2|6K}} can be rewarding to throw out in anticipation of a low poke, though there are safer and more consistent moves to go for in said scenario.
 
For combos, {{clr|2|6K}} is a good way to lead into {{clr|4|623H}} or {{clr|4|214H}} after a {{clr|2|5K}}. {{clr|2|5K}} > {{clr|2|6K}} can be reliably hit confirmed into follow-ups, such as the aforementioned special moves or an Overdrive. On counter hit, {{clr|2|6K}} staggers the enemy, which means that it can combo into a command throw. {{clr|2|6K}} also ground bounces on air hit, but there are better combo extenders to go for during juggle combos.
* Initial Proration for combo : 90%
* Initial Proration for combo : 90%
* Stagger on counter hit.
 
A forward-moving stomp attack. The forward movement is useful for moving into throw range. {{clr|2|6K}} is Nagoriyuki's main way to lead into {{clr|4|623H}} or {{clr|4|214H}} after a {{clr|2|5K}}. Due to pulling Nagoriyuki's lower hurtbox back, {{clr|2|6K}} can be rewarding 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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Revision as of 11:20, 3 July 2022



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.SGGST Nagoriyuki fS1.pngGuardAllStartup14Recovery28Advantage-17 and 2SGGST Nagoriyuki 2S.pngGuardLowStartup11Recovery21Advantage-11 control mid-ranged neutral. His 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 is a good poke for stagger pressure due to its excellent range and frame data. His exceptional special moves are uniquely special-to-special cancelable. This includes FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A, a command dash that compensates for his weak mobility. Fukyo also grants devastating pressure in the form of strike/throw mix-ups when combined with other moves. KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 is an especially powerful frame trap that doubles as a gap-closing tool. Using specials has the side effect of filling Nagoriyuki's unique resource, the Blood Gauge. Filling it boosts the speed and power of all his sword normals. His H normals receive boosts to range on top of speed and power, transforming 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup18Recovery27Advantage-14 and 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup17Recovery29Advantage-17 into outstanding space control tools against grounded and aerial opponents, respectively.

However, filling the Blood Gauge completely activates Blood Rage, a state so punishing that triggering it during ill opportune moments renders defeat near certain. Deplete the Blood Gauge by landing sword normals or by feasting with Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA, a command grab. This is vital for controlling the Blood Gauge and averting an untimely demise to Blood Rage. Excelling with Nagoriyuki requires situational awareness and Blood Gauge management by adeptly shifting tactics midmatch. Manage the gauge well to benefit from enhanced sword normals at high blood levels and stellar special moves at low blood levels.

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

 Nagoriyuki  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 sword normals, transforming them into outstanding space control tools.
  • Astounding Durability: Equipped with a strong defense modifier, a high Guts Rating and a command throw that restores health, Nagoriyuki is as durable as a warrior can be.
  • 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 FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A gives him strong strike/throw mix-ups with devastating frame traps, which is further reinforced by his command grab and his unique ability to deal chip damage with normals. 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 dash, air dash or double jump. FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A forces him to spend blood meter in order to approach quickly. Not having access to special moves in Blood Rage means he cannot command 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 super jumping or air dashing over the opponent's reset. Nagoriyuki can't air dash and his super jump 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.
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Nagoriyuki


Blood Gauge & Blood Rage
Normal state
Blood Rage state

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

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 5 3 9 0
Total: 16

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

A standard jab. It's Nagoriyuki's only frame 5 strike, making it important for mashing out of grabs on wake up and for scramble situations. It's a serviceable anti-air in some scenarios, a strength accentuated by its ability to cancel into 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6. For example, 5P is a good option for punishing  Millia's j.HGGST Millia Rage j.H.pngGuardHighStartup8Recovery25Advantage+1 (IAD) > air dash.

  • Initial Proration for combo : 80%

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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 7 2 14 -2
Total: 20

A phenomenal kick attack. It's an amazing poke as well as a strong stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. option.

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

  • Needs one blood bar to combo into 6H against a standing opponent.
  • Initial Proration for combo : 90%

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

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 +3
Total: 22

A very powerful, plus on block normal. A magnificent tool for pressure and combos.

Nagoriyuki uses his shortsword for a quick slash. Its significant frame advantage and many active frames make it an superb choice for pressure and as a meaty attack. With momentum imparted from FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K), Nagoriyuki can reliably use two or more c.S in a row to pressure the opponent. Most gatling options from c.S can lead to powerful counter hit combos, dissuading the opponent from challenging Nagoriyuki. c.S can also be used as an anti-air due to its speed and high hitbox, but 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 and ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) are better options due to c.S being a proximity normal and lacking upper-body invulnerability. It's a powerful combo starter, both on normal and counter hits. It lifts the opponent into the air, even if the opponent is grounded, allowing for two c.S hits at certain distances. This is easier with momentum from 236K or when the opponent is cornered. On block, gatlings 6H and 2S are a true blockstring at any Blood Gauge level. 5H and 2H are a true blockstring at one blood bar or more.

A staple of Nagoriyuki's offense, c.S is an oppressive tool that is sure to instill fear in even the most robust opponents.

  • Does not interact with the Blood Gauge in any way.

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

f.S

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
25 All 16 3 28 -17
30 All 14 3 28 -17
35 All 12 3 28 -17
45 All 12 3 28 -17
Total: 46

A long reaching stab attack. A good choice for poking, pressure and combos that also complements Nagoriyuki's other space control tools.

f.S is Nagoriyuki’s longest poke at 0 blood bars, though it is a bit slow and has long recovery. It becomes more useful at higher blood levels due to its speed and power improving, patching up two of the move’s shortcomings. It’s a strong pressure starter due to its gatlings and special cancel options. However, the hitbox is rather lacking vertically, making it vulnerable to low-profile moves. Comboing into f.SSS significantly reduces the Blood Gauge, making f.S a strong whiff punisher at high blood. It’s also a great combo tool for increasing wall carry.

An essential tool for many aspects of Nagoriyuki's gameplan, f.S is a move that's easy to make good use of once you've familiarised yourself with its range.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, speed and power are improved.
  • Initial combo proration: 90%

Gatling Options: f.SS, 5H, 2H

f.SS

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
25 All 13 3 19 -8
30 All 13 3 19 -8
35 All 13 3 19 -8
45 All 13 3 19 -8
Total: 34

An in-built follow-up to f.S. Extends combos and pressure that f.S initiates, and leads to decent mix-ups of its own.

Nagoriyuki advances while swinging his sword. The purpose of f.SS is simply to amplify the capabilities of f.S. It gives Nagoriyuki access to combo routes he otherwise wouldn't have, and boosts his wall carry. It's also quite the valuable mix-up tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for f.SSS, which can keep the opponent on their toes and let the user escape a punish. It helps that there's a natural frame trap in between the two moves, which will hit an opponent mindlessly pressing buttons if f.SSS is used. However, since f.SSS is -25 on block and cannot be special cancelled, it's best to use specials to punish instead. Some examples are ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) which must be manually delayed, or KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) which has a natural frame trap; both give great reward on counter hit. f.SS > 214H > 623HH grants a whopping three frame traps. Should the opponent block all strikes, a backward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) lets the user disengage safely.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300).
    • Total Blood Gauge recovery for f.S > f.SS on hit is (-14.4/300) and the reduction applies as 2 separate instances each lasting 6 seconds.

Gatling Options: f.SSS

f.SSS

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
25 All 14 6 35 -22
30 All 14 6 35 -22
35 All 14 6 35 -22
80 All 14 6 35 -22
Total: 57

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

A strike that naturally frame traps from f.SS. It can be used as an alternative to ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) or KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) after f.SS at two or three blood bars to decrease the Blood Gauge. It also drains an impressive 64.8 Blood points on block; higher than any other blocked move. However, f.SSS is unsafe on block and does not lead to any extended combos. Therefore, it is best used with 50% Tension. That allows the user to PRC for safety on block and reduce the Blood Gauge without opening the opponent up. On hit, f.SSS > RRC provides combo opportunities while reducing the gauge.

f.SSS is also a staple combo finisher in juggle combos due to its long range, wall carry and high Blood Gauge reduction. It's a great choice for finishing a combo that has been extended by using special moves, as it will mitigate said combo's Blood gauge increase. It can also wallsplat, allowing the user to combo into c.S or WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S).

  • Deals chip damage.
  • Decreases Blood Gauge on hit and block (OH -115.2/300, OB -64.8/300).
    • Total Blood Gauge recovery for f.S > f.SS > f.SSS on hit is (-129.6/300) and the reduction applies as 3 separate instances each lasting 6 seconds.

5H

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
60 All 20 6 27 -14
65 All 18 6 27 -14
70 All 16 6 27 -14
91 All 16 6 27 -14
Total: 52
Total: 50
Total: 48

A massive horizontal sword slash. One of the best space control tools GGST has to offer, and a good punisher. Also a rewarding frame trap option.

With one or more Blood bars, 5H has outstanding range and good speed, outranging even f.S. At two Blood bars it is a great tool to keep the opponent at bay, especially considering Nagoriyuki's limited options. It’s an excellent tool for bullying characters with less range than Nagoriyuki, which is most characters. 5H covers ground space well, but can be vulnerable to jump-ins and certain low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. On hit, cancel into FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) to maintain optimal spacing and keep up the pressure. On counter hit, cancel into 236K and go for 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup16Recovery30Advantage-2 or 5H OTG for good, stable damage.

How you use 5H will make or break your space control. Learn to recognize how far your current blood level will allow 5H to reach, and study your opponent's movement patterns to determine when you should swing. With correct usage, an impatient opponent can always be kept at bay.

  • Deals chip damage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, power, speed and range are improved.

5D

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
50 High 20 3 26 -15 -
62 High 28 3 26 -10 -
Total: 48
Total: 56

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Nagoriyuki uses his long sword for a quick overhead. Can be gatlinged into from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • During homing dust, using j.S, j.H, and j.D will recover Blood Gauge like they normally would.
    • Gives Nago a double jump that he wouldn't normally have.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using j.H drains 8 times as much of the blood gauge as j.S or j.D do, so route in as many j.H as possible to maximize recovery of the Blood Gauge.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 6 3 11 -2
Total: 19

A standard low jab. Primarily used for abare, as a slightly slower alternative to 5P that hits lower.

2P is a decent move for scramble situations where the opponent uses low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. However, some moves can still slip under it, and the reward on hit is low. It is also one frame slower than 5P, which makes it more likely to lose to some moves that 5P would not. A rather unremarkable attack overall.

  • Initial Proration for combo : 80%

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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 7 5 8 -1
Total: 19

A low kick with minor low-profile properties. Useful as a low mix-up and as a meaty attack.

The speed of 2K makes it a decent mix-up and Nagoriyuki's best low at close range. It can be used from an empty jump to hit an opponent expecting an aerial attack, though aerial approaches are far from Nagoriyuki's specialty. Because of its high amount of active frames, 2K becomes plus on block if it hits late. On counter hit, 2K can combo into c.S. These factors make 2K an excellent meaty option if you don't have enough time to get in range for a c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3.

  • Initial Proration for combo : 70%

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

2S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Low 12 4 21 -11
37 Low 11 4 21 -11
42 Low 10 4 21 -11
54 Low 10 4 21 -11
Total: 30

A slash low to the ground. With excellent range and frame data, 2S is rewarding space control tool that is nigh impossible to punish.

This is a contender for the strongest mid-ranged poke in the game. It has a great combination of speed and range. It's likely to score a counter hit or interrupt a grounded approach when used in footsies range. If the opponent jumps while 2S is out, there might be enough time to interrupt their approach with an anti-air. In addition, the hitbox of 2S hits low enough to counter low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves, such as  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 or  Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17. Thanks to Nagoriyuki’s powerful special moves, 2S is exceptionally rewarding for an S button.

When mixed with other poking moves, 2S can really get into the opponent's head. The threat of the move will likely make them play more carefully, giving the user more opportunities to enforce offense. It's impossible to overstate how strong of a move this is.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, power and speed are improved.
  • On hit, gatling 5H combos at 2 blood bars or higher.
  • Initial Proration for combo : 90%

Gatling Options: 5H, 2H

2H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 19 7 29 -17
55 All 17 7 29 -17
60 All 15 7 29 -17
78 All 15 7 29 -17
Total: 54
Total: 52
Total: 50

A massive, highly rewarding anti-air. Best used preemptively to interrupt aerial approaches from longer distances, such as IAD approaches.

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

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

  • Deals chip damage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, power, speed and range are improved.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 12 3 18 -7
Total: 32

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

The speed, range and frame data on block of 2D are all decent. On hit, it can combo into 6H > 236K for good damage and okizeme. Despite being a passable move overall, it doesn’t have a lot of use in neutral due to 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 and 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 outshining it. 2K is much faster and can combo into 2D, giving 2K the same reward 2D has. 2S has a much longer range, is more rewarding, and its speed is either equal or better depending on the Blood Gauge. That being said, 2D is a staple in many of Nagoriyuki’s combos and blockstrings due to being a low attack that knocks the opponent down.

  • Initial Proration for combo : 90%

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 12 5 15 -6 1-3 Upper Body
4-17 Above Knee
Total: 31

A fast, upper body invulnerable strike. Used as a counter poke and anti-air. A standard 6P, which makes it very good.

Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as  Giovanna's TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and  May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like  Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 and  Leo's f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

6P is also an excellent anti-air. Its range is much smaller than 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup17Recovery29Advantage-17, but it comes with the benefit of being a lot easier to use in a pinch due to its upper body invulnerability and superior speed. This is Nagoriyuki's main tool to stop opponents from trying to engage with air attacks on reaction. Combo it into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) for powerful juggle combos.

  • Initial Proration for combo : 90%

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 15 3 13 -2 3-14F Low Crush
Total: 32

A forward-moving stomp attack. It's somewhat niche of a move, seeing use only in the occasional blockstring and combo. Still good at what it does, though.

6K is useful during blockstrings because the forward movement of the attack moves Nagoriyuki into throw range. Keep in mind that Faultless Defense can push him out. Staggering 5K > 6K repeatedly can make the opponent freeze up due to the risk of special cancels. Due to pulling Nagoriyuki's lower hurtbox back, 6K can be rewarding to throw out in anticipation of a low poke, though there are safer and more consistent moves to go for in said scenario.

For combos, 6K is a good way to lead into 623H or 214H after a 5K. 5K > 6K can be reliably hit confirmed into follow-ups, such as the aforementioned special moves or an Overdrive. On counter hit, 6K staggers the enemy, which means that it can combo into a command throw. 6K also ground bounces on air hit, but there are better combo extenders to go for during juggle combos.

  • Initial Proration for combo : 90%

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 All (Guard Crush) 17 6 30 -2
80 All (Guard Crush) 16 6 30 -2
90 All (Guard Crush) 15 6 30 -2
117 All (Guard Crush) 15 6 30 -2
Total: 52
Total: 51
Total: 50

  • Deals chip damage.
  • Can be used to OTG; opponent will tech instantly on connect.
  • Ground bounces on counter hit, which can be followed up with specials or an OTG 6H.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, speed, range and power are improved.

A large sword slash downwards. 6H is a great button to catch people who try and mash during your pressure after certain buttons, as it leads to big damage off of a counter hit. 5K and c.S are good options to gatling into it. c.S > 6H is a true blockstring if done instantly, so delay it for a frame trap. It's high hitbox also makes it useful for forcing a cornered opponent back to the ground, should they jump. In addition, canceling 6H into backwards Fukyo (214K) will grant Nagoriyuki +2 on block frame advantage.

Due to its damage, knockdown, and the rate that it decreases the Blood Gauge, 6H is a good combo finisher in many situations. When ending a combo with 6H as an OTG, canceling into forward Fukyo (236K) results in favorable okizeme. If you're not in a distance to use c.S, you'll usually at least be within distance to use 2K or 2S.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 7 3 12 N/A
Total: 21

  • Initial Proration for combo : 80%

Tied for Nagoriyuki's fastest aerial attack, alongside j.K. Its combination of fast start-up speed and short recovery means it can stop air approaches. j.P has a niche use in having a high enough hitbox to swat air-stall options, such as Zato's superjump FlightGGST Zato-1 Flight.pngGuardStartupRecoveryAdvantage-, while not being punishable on a whiff like Air Throw. However, Nagoriyuki’s lack of aerial special moves means that j.P doesn't lead to any powerful conversions. Air Throw and ground-to-airs are better options than j.P overall.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 High 7 3 19 N/A
Total: 28

  • Can cross-up.
  • Initial Proration for combo : 80%

Has a larger hitbox than j.P and has the same startup speed, but has longer recovery and suffers from the same lack of reward. If Nagoriyuki is already airborne and the opponent is at a lower altitude, j.K is the only option that is both fast and reliably hits at the right angle. In most cases however, the move is outclassed by Air Throw and ground-to-airs. The hitbox below Nagoriyuki is wide enough for j.K to function as a cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them., which can be set up with j.H combined with drift RC.

Gatling Options: j.D

j.S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 13 3 20 N/A
37 High 12 3 20 N/A
39 High 11 3 20 N/A
50 High 11 3 20 N/A
Total: 35

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • Initial Proration for combo : 80%

j.S is fairly slow and unrewarding at 0 Blood bars, but improves with higher Blood. It's Nagoriyuki's best air-to-air option when long, horizontal range is required, but his ground-to-airs are better for contesting aerial foes. j.S leads to powerful combos on counter hit against grounded foes. This, in combination with its long horizontal range, makes it important for punishing projectiles.

Gatling Options: j.H, j.D

j.H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41 High 16 4 23 N/A
43 High 15 4 23 N/A
45 High 14 4 23 N/A
58 High 14 4 23 N/A
Total: 42
Total: 41
Total: 40

  • Deals chip damage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, speed, range and power are improved.
  • Initial Proration for combo : 80%

A decent jump-in option due to having a good hitbox below Nagoriyuki. However, its horizontal range is lacking. At 0 Blood bars, this move is too slow and short ranged to be worth using. This changes with at least one Blood bar. It can also lead to powerful combos on counter hit, making it a rewarding option for punishing projectiles with the right read.

In Blood Rage, j.H becomes an unreactable overhead if done instantly from a jump, which can be mixed up with lows and throws. However, a Roman Cancel is required to convert off of this instant overhead j.H. Without Tension, it is punishable even on hit.

Gatling Options: j.D

j.D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55 High 15 3 20 N/A
60 High 13 3 20 N/A
65 High 11 3 20 N/A
84 High 11 3 20 N/A
Total: 37

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

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

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

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

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
90 Ground Throw 2 3 38 N/A
Total: 42

Universal throw. Useful for mix-ups and for escaping pressure.

Nagoriyuki throws his opponent down to the ground like the trash they are. Like other characters' throws, this is a good option for opening up a blocking opponent. Think of it as a faster but less rewarding alternative to Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA (623P). It can also be used for disrespecting pressure, especially so considering Nagoriyuki's moves are usually on the slower side. Ground throw results in a hard knockdown on hit, granting powerful okizeme.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

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

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

Air throw has long range, especially so above Nagoriyuki, making it a useful tool for interrupting air approaches. It is also faster than any of Nagoriyuki's aerial strikes, though air throw has a lot of recovery, so beware. On hit, it combos into 6H OTG, making it more rewarding than other characters' air throws. In addition, it can complement Nagoriyuki's mix-ups. A common option against Nagoriyuki's FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A mix-ups is chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions., as it will cover many of Nagoriyuki's options. 236K into air throw is useful for countering chicken blocking.

For more on Fukyo mix-ups and how air throw plays into it, see the Strategy page.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Special Moves

Fukyo

236K or 214K

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
N/A N/A - N/A Total 25 N/A 1-25F Above Chest
N/A N/A - N/A Total 16 N/A 1-16F Above Chest

A versatile command dash that increases the Blood Gauge. Essential for every aspect of Nagoriyuki's gameplan, from movement and punishment to pressure and combos alike.

Fukyo has two versions: 236K, which moves forwards, and 214K, which moves backwards. Both versions increase the Blood Gauge. Fukyo is a versatile move with a wide array of applications. First of all, it helps compensate for Nagoriyuki's poor movement options. 236K can be used to approach and 214K can be used to retreat and to dodge and punish attacks during neutral. Both versions leave Nagoriyuki with significant sliding momentum. The momentum can be canceled at anytime after the dash recovery by walking in the opposite direction. This allows the user to fine tune the range Nagoriyuki ends up at, which is key for getting into the optimal range to keep up the pressure. The forward momentum of 236K can also be imparted to other actions, namely Nagoriyuki's other special moves and his jumps. 236K > 214H grants Nagoriyuki a relatively fast, full-screen lunging attack. This can help the user close space against characters with access to full-screen zoning options, such as  Happy Chaos.

The forward momentum of 236K is essential for extending many of Nagoriyuki's combos, such as following up after 623H or staying in range for multiple c.S. The sliding momentum can also move him into position to extend pressure. For example, 236K > c.S on block leaves Nagoriyuki close enough for a follow-up 623P. Given that 236K and 214K has the same animation, you can mix up the two versions to throw the opponent off. For example, you can bait and punish an abare option by going backwards, or condition the opponent to think you're moving backwards and then move forward to open them up. For more on Fukyo mix-ups, check the Strategy page.

Fukyo is the glue that binds Nagoriyuki's move set together. Proper use of it is essential for mastering Nagoriyuki, so get comfortable with it.

  • Increases Blood Gauge (+43.2/300) over 3 seconds
  • 236K and 214K can cancel into specials from frame 14 and frame 9 onwards, respectively, except either variant of Fukyo.
  • Cancelable into itself with a 4 or 6 input while holding K.

Zarameyuki

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 18~29 9 Total 39 +5 Projectile Clash 12-[17~28]

A versatile projectile attack that increases the Blood Gauge. Useful for counter-zoning, closing space and for pressure.

Nagoriyuki fires a body double of himself as a projectile. It starts up with a projectile clashing hitbox before becoming a traditional hitbox. It travels full screen quite fast while destroying almost any non-Overdrive projectile in the game, making it a very strong anti-zoning tool. 236S > 236K allows the user to advance towards the opponent while using the projectile as cover, providing an opportunity for a follow-up attack. This is a key approach option, as it allows the user to nullify an enemy projectile and close space at the same time. It is a rewarding, albeit Blood Gauge intensive, way to bypass enemy zoning. If 236S > 236K connect, Nagoriyuki can combo into f.SSS, mitigating the Blood Gauge increase.

At close range, Zarameyuki provides multiple mix-up routes thanks to its significant frame advantage on block. For example, you can use c.S if the opponent tries to mash after blocking the projectile or open them up with a throw if they continue to block. Its high amount of active frames also make it easy to hit the move as a meaty. Try using it after knocking the opponent down with Bloodsucking Universe in the corner, as the stage positioning and Blood Gauge reduction allows for extended pressure sequences.

  • Increases Blood Gauge (+90/300) over 3 seconds.
  • Cancels single-hit projectiles.
  • Projectile becomes active on frame 12 with a projectile clashbox before transitioning to a projectile hitbox when near the opponent.
  • Clashbox lasts between 6~17F before transitioning to traditional active frames (total on-screen active time 15~26F).
  • Can be canceled into other specials starting from frame 16.
  • Initial Proration for combo : 80%

Kamuriyuki

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Low 14 5 17 -3
Total: 32

A powerful and versatile lunging attack that increases the Blood Gauge. An excellent tool for closing space, punishment, pressure and combos.

Thanks to its impressive combination of speed and range, Kamuriyuki is a good option for closing the gap and initiating offense. Surprise your opponent with it during neutral, and you're likely to interrupt their forward movement or even score a counter hit. It's an excellent punisher, use it if the opponent whiffs a risky move. You can also use it to interrupt a slow, reactable move, such as  Ky's Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] (236H). If 214H hits close and with low combo scaling, the knockdown from 214H can combo into 6H OTG, which can help mitigate the move's Blood Gauge increase. During less ideal conditions, Nagoriyuki will need to close space with FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) before using 6H, if it can combo at all. Alternatively, combo 214H into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) to launch the opponent for a stronger conversion, at the cost of high Blood Gauge increase.

Keep in mind that the move is -3 on block at close range. This means that Nagoriyuki is forced to go for a special move afterwards or risk being punished by a throw. Nagoriyuki's various special moves puts the user in a decent position to play mindgames with the opponent. If the opponent attempts a punish, cancel into 623H to counter hit them or into 214K to dodge and punish. If they play passively, mix them up with a command throw. 214H also yields great reward on counter hit, making it great as a frame trap from other moves, such as 5H. Note that if only the final frames of 214H hit the opponent - such as from or near max range - Nagoriyuki is left at -1 on block, which means that special canceling isn't a must to stay safe. 214H also has airborne frames, allowing it to jump over certain attacks.

Kamuriyuki is a phenomenal move. It approaches, it combos, it punishes, it mixes, it sets up frame traps, it slices, it dices and it makes julienne fries. However, it will not pay your taxes. Nagoriyuki players are still debating how to best work around this significant shortcoming.

  • Increases Blood Gauge (+90/300) over 3 seconds
  • Airborne 5~12F
  • Initial Proration for combo : 90%

Shizuriyuki

623H

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
45 All 11 3 21 -7 1-13F Upper Body
55 High 10 6 29 -16
Total: 34
Total: 44

A large and versatile two-hit rekka that increases the Blood Gauge. A strong frame trap and combo extender, as well as a powerful anti-air and oppressive round start option.

The 623H input initiates the first hit, and pressing H again initiates the follow-up (623HH). The follow-up is highly delayable and can be used even on whiff. 623H is a good choice after moves such as KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) on block to punish an opponent that challenges the user. The follow-up can be used to cover for the first hit, should it be blocked. Both hits yield great reward on counter hit, making it effective for conditioning the opponent to block. Shizuriyuki is also used to extend combos. 623H launches the opponent, making it set up juggle combos. 623HH causes a ground bounce that can be followed up on, allowing for combos such as 623HH > 214H loops.

Shizuriyuki is as strong in neutral and on defense as it is on offense thanks to its range, disjoint and upper body invulnerability. These traits make it an excellent addition to Nagoriyuki’s arsenal of anti-airs, alongside 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 and 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup17Recovery29Advantage-17. Lastly, the move is a very oppressive round start option. Its numerous powerful properties allow it to beat many aggressive round start options. Even if the opponent evades the first hit by moving back, the second hit can be used to dissuade the opponent from punishing it. Many characters struggle to contest it at round start, such as  Goldlewis.

If you want to oppress your opponent with a dirty, rage-inducing move, then look no further than Shizuriyuki. Just don't go too wild with it during get-togethers... unless you want to destroy your friendships.

  • The first hit increases Blood Gauge (+90/300) over 3 seconds.
  • The second hit has no effect on the Blood Gauge.

Bloodsucking Universe

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80/90/100 Ground Throw 7 2 48 NA 1-8F Throw
Total: 56

A command throw that depletes the Blood Gauge on hit. Indispensable for mix-ups and Blood Gauge management.

Like all command throws, Bloodsucking Universe is used to punish overly respectful blocking and to condition the opponent to challenge your blockstrings. Thanks to its speed, it's easy to surprise the opponent with this after a few moves. Try using it from forward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K), the second hit of f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8, KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H), or after c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 or 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 with momentum from 236K.

The heal is based on a percentage of the damage dealt. Considering the guts mechanic, this means the heal will have a greater effect when Nagoriyuki is at low health, the opponent is at high health, and/or the opponent has a low defense modifier.

If 623P connects, the Blood Gauge's progression halts - no matter how fast it was previously increasing or depleting - before the move applies its Drain effect. This can save the user from activating Blood Rage. In addition, the Drain effect lasts its full 2 second duration even if the Gauge empties during the effect. Several Special moves can have their Blood Gauge costs negated when used during the Drain effect, as long as their total Blood Gauge cost is less than 312 points. This enables more Special move usage and longer pressure sequences than normal if 623P lands.

The okizeme from 623P becomes stronger in the corner, as Nagoriyuki will end up close to the opponent. This, in combination with liberal special move usage from the Blood Gauge drain effect, allows for devastating pressure sequences. For more details, see the strategy page.

For all of its strengths, the move is still a throw, making it vulnerable to being mashed out of or punished on whiff. As much fun as it is to feast on your foe, if you try it in a predictable manner, then all you're gonna be eating is a counter hit combo. Don't be gluttonous... just a little hungry!

  • Greatly decreases Blood Gauge (-280.8/300) over 3 seconds.
  • Removes all Blood Gauge increases/decreases before applying its own drain effect.
  • With Blood Gauge(100-200, 200-300), damage increases.
  • Recovers health on successful grab (15% of damage dealt rounded down).
  • Has counter hit recovery.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Blood Rage Activation

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
N/A All (Guard Crush) 4+(38 Flash)+3 10 70 -12 1-16F Full
Deactivation
N/A N/A 1+(59 Flash) N/A 0 N/A 1F Full

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

Activation happens when the Blood Gauge becomes full, deactivation happens when Nagoriyuki uses ZansetsuGGST Nagoriyuki Zansetsu2.pngGuardAllStartup11+(58 Flash)+10Recovery80Advantage-66 (632146H) or after enough time passes (roughly 3,5 seconds). Nagoriyuki will steadily lose life while in this state, up to 50% of his maximum health, though the gradual HP depletion cannot KO Nagoriyuki. Faultless Defense can stall the activation for as long as Nagoriyuki has Tension, though it will activate the moment the user lets go of Faultless Defense.

The activation has a hitbox that does no damage. If it hits, the opponent is launched far away and forced into a knockdown. Activation cannot wall break, a wall splatted opponent hit by it will instead be knocked down to the ground, right in front of Nagoriyuki. If blocked, the opponent is put into a Guard Crush animation and pushed back a fair distance if not in the corner. It is -12 on block, making it consistently punishable despite its Guard Crush properties. The long recovery also leaves Nagoriyuki wide open for punishment on whiff. Eating a combo and 50% HP drain at the same time is not the most pleasant experience. If you somehow manage to survive such punishment, contact your local newspaper. They are probably yearning for such an incredible story.

There are some ways for Blood Rage activation to be safe. One way is to make the opponent block it meaty. A more reliable way is comboing into it, though this requires some practice to learn how set up. For most players though, the most frequent way is when the opponent doesn’t pay attention to the Blood Gauge and gets hit unnecessarily.

  • The activation hitbox can cancel out single-hit projectiles.

Overdrives

Wasureyuki

632146S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
65, 2×17, 52 [65] All 7+(173 Flash)+2 2 54 -39 1-10F Full

An invincible Overdrive that reduces the Blood Gauge. Useful as an invincible reversal and is a very powerful combo tool.

If the first strike hits up close, it transitions to the cinematic with the consecutive slashes. The Blood Gauge will be temporarily paused during the cinematic but will continue increasing or decreasing after the cinematic ends. If the opponent is hit with the tip of the blade, it will launch them into the air, but will not cause the cinematic. Instead it grants a knockdown. The Blood Gauge reduction will not apply in this scenario. However, the user can still extend the combo after the opponent falls to the ground, such as by using f.SSS.

Wasureyuki is an especially powerful reversal due to its high damage and good blood drain. Its hitbox is generous, though it is highly punishable on whiff or on block, like other invincible reversals. Due to its many hits, it will deal considerable damage even after severe scaling late into a combo, and massively drains the blood gauge, making it a powerful ender in lengthy combos.

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

  • Decreases Blood Gauge (-194.4/300) over 6 seconds.

Zansetsu

632146H during Blood Rage

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
200 All 11+(58 Flash)+10 6 80 -66 1-26F Full

A Blood Rage exclusive Overdrive. Primarily a combo finisher, but also works as a sub-par invincible reversal.

In Blood Rage state, Zansetsu is Nagoriyuki’s only overdrive. It has enough range to hit full screen, which means it can be confirmed off of virtually any strike. Its power is immense, even at the end of a scaled combo. Generally, it should be used as quickly as possible to avoid drastic health depletion from Blood Rage.

However, it is a rather poor reversal. The hefty startup frames make it tricky to connect, and the long recovery makes it consistently punishable by all characters, even if used at a sizable distance. It’s even worse if the opponent has 50% Tension, as they can PRC Zansetsu on reaction to the super flash animation. Using this tool for neutral or defense requires a good understanding of the opponent’s habits and tendencies.

  • Does not exit Blood Rage mode if it is Roman Canceled before the animation finishes

External References

Guilty Gear Strive Nagoriyuki Introduction( https://www.guiltygear.com/ggst/en/character/nag/ )

Guilty Gear Strive Nagoriyuki Starter Guide ( https://youtu.be/zfTyAZkVgQM )

Guilty Gear Strive Nagoriyuki Hitbox movies( https://www.youtube.com/watch?v=zD5swjW178c )

Navigation

 Nagoriyuki



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