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Nagoriyuki's fastest strike. Useful for abare and as an occasional anti-air. | 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 an essential anti-air to use against moves that hit too low to the ground for {{clr|P|6P}}, such as {{Character Label|GGST|May|label=May's}} IAD {{MiniMoveCard|game=GGST|chara=May|input=j.S|label={{clr|S|j.S}}}}. | 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 an essential anti-air to use against moves that hit too low to the ground for {{clr|P|6P}}, such as {{Character Label|GGST|May|label=May's}} {{keyword|IAD}} {{MiniMoveCard|game=GGST|chara=May|input=j.S|label={{clr|S|j.S}}}}. | ||
[[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | [[GGST/Nagoriyuki/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} |
Revision as of 10:03, 27 September 2022
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.SGuardAllStartup14Recovery28Advantage-17 and 2SGuardLowStartup11Recovery21Advantage-11 control mid-ranged neutral. 5KGuardAllStartup7Recovery14Advantage-2 has the range and frame data to provide strong stagger pressure. His exceptional special moves are uniquely special-to-special cancelable. This includes FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A, a command dash that compensates for his weak mobility and grants devastating pressure and strike/throw mix-ups when combined with other moves. KamuriyukiGuardLowStartup14Recovery17Advantage-3 is an especially powerful frame trap that doubles as a gap-closing tool.
Using specials has the side effect of filling Nagoriyuki's unique resource, the Blood Gauge. Filling it boosts the speed and power of all his sword normals. His normals also receive boosted range, transforming 5HGuardAllStartup18Recovery27Advantage-14 and 2HGuardAllStartup17Recovery29Advantage-17 into outstanding space control tools against grounded and aerial opponents, respectively. However, filling the gauge completely activates Blood Rage, a state so punishing that triggering it during ill opportune moments renders defeat near certain.
Depleting the Blood Gauge by landing sword normals or by feasting with Bloodsucking UniverseGuardGround ThrowStartup7Recovery48AdvantageNA is vital for averting an untimely demise to Blood Rage. Blood Gauge management requires situational awareness and 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.
- Massive Range: Nagoriyuki's giant katana lets him control space from further ranges than most characters. His range must be respected because of the high damage of each hit.
- Blood Gauge: Increasing the Blood Gauge boosts the range, speed 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: Nagoriyuki's long range, high damage and special cancels allow him to massively punish any mistake, especially on a counter hit. He is classified as a One Shot type for a reason.
- Strong Pressure: Nagoriyuki has strong strike/throw mix-ups and frame traps thanks to FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A. This is reinforced by his normals dealing chip damage and his strong command grab. He can also Fukyo backwards to bait responses and punish.
- Blood Rage: A full Blood Gauge forces Nagoriyuki 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. FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A forces him to spend blood in order to approach quickly. The lack of special moves in Blood Rage means he cannot command dash, either.
- Weak to Pressure: Nagoriyuki's limited mobility exacerbates weaknesses on defense. Tactics for escaping the corner involve super jumping or air dashing over the opponent's reset. Nagoriyuki can't air dash and his super jump has long startup, forcing the user to look for opportunities to punish, abare or reversal.
Nagoriyuki | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5P (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 632146S (9F) (Normal state only) 632146H (21F) (Blood Rage only) |
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 normals. The gauge depletes if he lands any sword normal, Bloodsucking UniverseGuardGround ThrowStartup7Recovery48AdvantageNA (623P) or WasureyukiGuardAllStartup7+(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.
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 ZansetsuGuardAllStartup11+(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
5P
Nagoriyuki's fastest strike. Useful for abare and as an occasional anti-air.
A standard jab. It's Nagoriyuki's only frame 5 strike, making it important for mashing out of grabs on wake up and for scramble situations. It's an essential anti-air to use against moves that hit too low to the ground for 6P, such as May's IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.SGuardHighStartup12Recovery15Advantage+6 (IAD).
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 |
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.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Small | +1 | 1500 | 1000 | 300 | 80% |
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 |
A very powerful, plus on block normal. A magnificent tool for pressure and combos.
Nagoriyuki uses his shortsword for a quick slash. Its strong frame advantage and many active frames make it strong during pressure and as a meaty attack. With momentum from FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K), two c.S can reliably be used in a row to pressure the opponent. Gatlings from c.S lead to strong counter hit combos, dissuading the opponent from retaliating. c.S can be used as an anti-air due to its speed and high hitbox, but 6PGuardAllStartup12Recovery15Advantage-6 and ShizuriyukiGuardAllStartup11Recovery21Advantage-7 (623H) are preferred due to their better range and upper body invulnerability.
c.S is a powerful combo starter. It lifts a grounded opponent into the air, allowing for two c.S hits up close, such as with 236K momentum or in the corner. 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Mid | KD +40 | 2500 | 1000 | 300 | 60% |
- Input Proximity Range: 300
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 |
---|---|---|---|---|---|---|---|
f.S Level 1 | 25 | All | 16 | 3 | 28 | -17 | |
f.S Level 2 | 30 | All | 14 | 3 | 28 | -17 | |
f.S Level 3 | 35 | All | 12 | 3 | 28 | -17 | |
f.S Level BR | 45 | All | 12 | 3 | 28 | -17 |
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 improves at higher blood levels due to speed and power buffs, 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 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 for anyone to make good use of when familiarised with its range.
- Lowers Blood Gauge on hit (-2.4%).
- With each bar of Blood Gauge, speed and power are improved.
Gatling Options: f.SS, 5H, 2H
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
f.S Level 1 | 90% | 2 | Mid | -14 | 1500 | 1000 | 300 | 80% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.S Level 2 | 90% | 2 | Mid | -14 | 1500 | 1000 | 300 | 80% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.S Level 3 | 90% | 2 | Mid | -14 | 1500 | 1000 | 300 | 80% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.S Level BR | 90% | 2 | Mid | -14 | 1500 | 1000 | 300 | 80% | 35% |
f.S Level 1:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- Cancels into f.SS during Active Frames
- 2.5 Chip Damage on block
f.S Level 2:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- Cancels into f.SS during Active Frames
- 4.5 Chip Damage on block
f.S Level 3:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- Cancels into f.SS during Active Frames
- 7 Chip Damage on block
f.S Level BR:
- Cancels into f.SS during Active Frames
- 15.75 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
f.SS Level 1 | 25 | All | 13 | 3 | 19 | -8 | |
f.SS Level 2 | 30 | All | 13 | 3 | 19 | -8 | |
f.SS Level 3 | 35 | All | 13 | 3 | 19 | -8 | |
f.SS Level BR | 45 | All | 13 | 3 | 19 | -8 |
The second hit of Nagoriyuki's f.S rekka. Extends combos and pressure that f.S initiates, and leads to decent mix-ups of its own.
Nagoriyuki advances while swinging his sword. f.SS amplifies the capabilities of f.S. It gives Nagoriyuki more combo routes and boosts wall carry. It's also a valuable mix-up tool. If nothing is pressed afterwards, Nagoriyuki feints the animation for f.SSS, which can keep the opponent on their toes and let the user escape a punish. The natural frame trap between the two strikes allows f.SSS to hit an opponent pressing buttons. However, f.SSS is -25 on block and cannot be special cancelled, so it's best to use specials instead. The best choices are ShizuriyukiGuardAllStartup11Recovery21Advantage-7 (623H) which must be manually delayed, or KamuriyukiGuardLowStartup14Recovery17Advantage-3 (214H) which has a natural frame trap; both give great reward on counter hit. f.SS > 214H > 623HH grants three frame traps. Should the opponent block all strikes, a backward FukyoGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) lets the user disengage safely.
- Lowers Blood Gauge on hit (-2.4%).
- Total Blood Gauge reduction for f.S > f.SS on hit is -4.8%.
Gatling Options: f.SSS
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
f.SS Level 1 | 90% | 2 | Mid | -5 | 1500 | 2000 | 700 | 60% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.SS Level 2 | 90% | 2 | Mid | -5 | 1500 | 2000 | 700 | 60% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.SS Level 3 | 90% | 2 | Mid | -5 | 1500 | 2000 | 700 | 60% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.SS Level BR | 90% | 2 | Mid | -5 | 1500 | 2000 | 700 | 60% | 35% |
f.SS Level 1:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- Cancels into f.SSS during Active Frames
- 2.5 Chip Damage on block
f.SS Level 2:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- Cancels into f.SSS during Active Frames
- 4.5 Chip Damage on block
f.SS Level 3:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- Cancels into f.SSS during Active Frames
- 7 Chip Damage on block
f.SS Level BR:
- Cancels into f.SSS during Active Frames
- 15.75 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
f.SSS Level 1 | 25 | All | 14 | 6 | 35 | -22 | |
f.SSS Level 2 | 30 | All | 14 | 6 | 35 | -22 | |
f.SSS Level 3 | 35 | All | 14 | 6 | 35 | -22 | |
f.SSS Level BR | 80 | All | 14 | 6 | 35 | -22 |
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 frame traps from f.SS. It's an alternative to ShizuriyukiGuardAllStartup11Recovery21Advantage-7 (623H) and KamuriyukiGuardLowStartup14Recovery17Advantage-3 (214H) after f.SS on block if the user wishes 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 WasureyukiGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S).
- Lowers Blood Gauge on block/hit (OB -21.6%, OH -38.4%).
- Total Blood Gauge reduction for f.S > f.SS > f.SSS on hit is -43.2%.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
f.SSS Level 1 | 90% | 4 | Mid | HKD +35 | 2500 | 1000 | 500 | 100% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.SSS Level 2 | 90% | 4 | Mid | HKD +35 | 2500 | 1000 | 500 | 100% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.SSS Level 3 | 90% | 4 | Mid | HKD +35 | 2500 | 1000 | 500 | 100% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
f.SSS Level BR | 90% | 4 | Mid | HKD +35 | 2500 | 1000 | 500 | 100% | 35% |
f.SSS Level 1:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)
- 2.5 Chip Damage on block
f.SSS Level 2:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)
- 4.5 Chip Damage on block
f.SSS Level 3:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)
- 7 Chip Damage on block
f.SSS Level BR:
- 28 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
5H Level 1 | 60 | All | 20 | 6 | 27 | -14 | |
5H Level 2 | 65 | All | 18 | 6 | 27 | -14 | |
5H Level 3 | 70 | All | 16 | 6 | 27 | -14 | |
5H Level BR | 91 | All | 16 | 6 | 27 | -14 |
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 FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) to maintain optimal spacing and keep up the pressure. On counter hit, cancel into 236K and go for 6HGuardAll (Guard Crush)Startup16Recovery30Advantage-2 or 5H OTG for good, stable damage.
5H is a move that can make or break space control. Learn to recognize how far each blood level will allow 5H to reach, and study the opponent's movement patterns to determine when to swing. With correct usage, an impatient opponent can always be kept at bay.
- Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
- With each bar of Blood Gauge, range, speed and power are improved.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5H Level 1 | 90% | 4 | Large | KD +13 | 2500 | 1000 | 300 | 80% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
5H Level 2 | 90% | 4 | Large | KD +13 | 2500 | 1000 | 300 | 80% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
5H Level 3 | 90% | 4 | Large | KD +13 | 2500 | 1000 | 300 | 80% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
5H Level BR | 90% | 4 | Large | KD +13 | 2500 | 1000 | 300 | 80% | 35% |
5H Level 1:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 6 Chip Damage on block
- Hitstop: 25F
5H Level 2:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 9.75 Chip Damage on block
- Hitstop: 25F
5H Level 3:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 14 Chip Damage on block
- Hitstop: 25F
5H Level BR:
- 31.85 Chip Damage on block
- Hitstop: 25F
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 |
---|---|---|---|---|---|---|---|
Dust Attack | 50 | High | 20 | 3 | 26 | -15 | |
Charged Dust Attack | 62 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
Nagoriyuki uses his long sword for a quick overhead. Being his only standing overhead, 5D turns into a threatening mixup option when 50 Tension is available. 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.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
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 |
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.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +1 | 1000 | 1500 | 300 | 80% |
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 |
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 there isn't enough time to get in range for a c.SGuardAllStartup7Recovery10Advantage+3.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +2 | 750 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|---|
2S Level 1 | 32 | Low | 12 | 4 | 21 | -11 | |
2S Level 2 | 37 | Low | 11 | 4 | 21 | -11 | |
2S Level 3 | 42 | Low | 10 | 4 | 21 | -11 | |
2S Level BR | 54 | Low | 10 | 4 | 21 | -11 |
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 TreeGuardLowStartup16Recovery16Advantage-7 or Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17. Thanks to Nagoriyuki’s powerful special moves, 2S is exceptionally rewarding for an button.
When mixed with other poking moves, 2S can really get into 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.
- Lowers Blood Gauge on hit (-2.4%).
- With each bar of Blood Gauge, speed and power are improved.
- On hit, gatling 5H combos at 2 blood bars or higher.
Gatling Options: 5H, 2H
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2S Level 1 | 90% | 2 | Mid | -8 | 1125 | 1000 | 300 | 80% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
2S Level 2 | 90% | 2 | Mid | -8 | 1125 | 1000 | 300 | 80% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
2S Level 3 | 90% | 2 | Mid | -8 | 1125 | 1000 | 300 | 80% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
2S Level BR | 90% | 2 | Mid | -8 | 1125 | 1000 | 300 | 80% | 35% |
2S Level 1:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 3.2 Chip Damage on block
2S Level 2:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 5.55 Chip Damage on block
2S Level 3:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 8.4 Chip Damage on block
2S Level BR:
- 18.9 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
2H Level 1 | 50 | All | 19 | 7 | 29 | -17 | |
2H Level 2 | 55 | All | 17 | 7 | 29 | -17 | |
2H Level 3 | 60 | All | 15 | 7 | 29 | -17 | |
2H Level BR | 78 | All | 15 | 7 | 29 | -17 |
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 6PGuardAllStartup12Recovery15Advantage-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 FukyoGuardN/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.
- Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
- With each bar of Blood Gauge, range, speed and power are improved.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2H Level 1 | 90% | 4 | Large | KD +21 | 2500 | 1000 | 500 | 60% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
2H Level 2 | 90% | 4 | Large | KD +21 | 2500 | 1000 | 500 | 60% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
2H Level 3 | 90% | 4 | Large | KD +21 | 2500 | 1000 | 500 | 60% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
2H Level BR | 90% | 4 | Large | KD +21 | 2500 | 1000 | 500 | 60% | 35% |
2H Level 1:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 5 Chip Damage on block
- Hitstop: 25F
2H Level 2:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 8.25 Chip Damage on block
- Hitstop: 25F
2H Level 3:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 12 Chip Damage on block
- Hitstop: 25F
2H Level BR:
- 27.3 Chip Damage on block
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 |
Standard sweep. Only sees use in combos and blockstrings due to being outperformed by other lows in neutral.
The range and frame data of 2D are decent. On hit, it can combo into 6H > 236K for good damage and okizeme. Despite being a passable move, it doesn’t see much use in neutral due to 2KGuardLowStartup7Recovery8Advantage-1 and 2SGuardLowStartup12Recovery21Advantage-11 outshining it. 2K is faster and can combo into 2D, giving 2K the same reward 2D has. 2S has longer range, is more rewarding, and its speed is equal or better depending on the Blood Gauge. That being said, 2D is a staple in combos and blockstrings due to being a low attack that knocks the opponent down.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +50 | 1125 | 1000 | 300 | 80% |
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 |
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 TrovãoGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and May's Mr. Dolphin HorizontalGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many 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.SGuardAllStartup16Recovery28Advantage-17 and Leo's f.SGuardAllStartup12Recovery21Advantage-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 2HGuardAllStartup17Recovery29Advantage-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 ShizuriyukiGuardAllStartup11Recovery21Advantage-7 (623H) for powerful juggle combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -3 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 |
A forward-moving stomp attack. It's a niche move, seeing use only in the occasional blockstring and combo. Still good at what it does, though.
6K has use during blockstrings because the forward movement positions Nagoriyuki into throw range, though Faultless Defense can push him out. Staggering 5K > 6K can make the opponent freeze up due to the risk of special cancels. Due to pulling Nagoriyuki's lower hurtbox back, 6K can be a rewarding choice in anticipation of a low poke, though there are safer and more consistent moves to go for.
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, allowing it to combo into a command throw. 6K also ground bounces on air hit, but there are better combo extenders for juggle combos.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | +1 | 1125 | 1000 | 300 | 100% |
- Causes a Stagger (20F) state on CH
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 |
---|---|---|---|---|---|---|---|
6H Level 1 | 70 | All (Guard Crush) | 17 | 6 | 30 | -2 | |
6H Level 2 | 80 | All (Guard Crush) | 16 | 6 | 30 | -2 | |
6H Level 3 | 90 | All (Guard Crush) | 15 | 6 | 30 | -2 | |
6H Level BR | 117 | All (Guard Crush) | 15 | 6 | 30 | -2 |
A large sword slash downwards. Very strong pressure option and combo tool.
6H is a great move for punishing abare An attack during the opponent's pressure, intended to interrupt it., as it leads to big damage off of a counter hit. 5KGuardAllStartup7Recovery14Advantage-2 and c.SGuardAllStartup7Recovery10Advantage+3 are good options to gatling into it. c.S > 6H is a true blockstring if done instantly, or a frame trap if delayed. Its high hitbox also allow it to force a cornered opponent back to the ground, should they jump. Canceling 6H into backwards FukyoGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) will grant Nagoriyuki +2 on block frame advantage.
Due to its damage, knockdown, and Blood Gauge reduction, 6H is a good combo finisher in many situations. When ending a combo with 6H OTG, canceling into forward FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) results in favorable Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., for which c.S is a good option. If Nagoriyuki isn't in range to use c.S, then 2KGuardLowStartup7Recovery8Advantage-1 is a fine alternative.
- Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
- With each bar of Blood Gauge, range, speed and power are improved.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6H Level 1 | 90% | 4 | Large | KD +34 | 2500 | 1000 | 700 | 100% | 50% | |||||||||||||||||||||||||||||||||||||||||||||||||||
6H Level 2 | 90% | 4 | Large | KD +34 | 2500 | 1000 | 700 | 100% | 50% | |||||||||||||||||||||||||||||||||||||||||||||||||||
6H Level 3 | 90% | 4 | Large | KD +34 | 2500 | 1000 | 700 | 100% | 50% | |||||||||||||||||||||||||||||||||||||||||||||||||||
6H Level BR | 90% | 4 | Large | KD +34 | 2500 | 1000 | 700 | 100% | 50% |
6H Level 1:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 35 Chip Damage on block
- Hitstop: 25F
6H Level 2:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 40 Chip Damage on block
- Hitstop: 25F
6H Level 3:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 45 Chip Damage on block
- Hitstop: 25F
6H Level BR:
- 58.5 Damage on block
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 |
A fast air-to-air. Has occasional use, but is mediocre and unrewarding.
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 FlightGuardStartupRecoveryAdvantage-, 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | N/A | 375 | 1000 | 300 | 80% |
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 |
Another mediocre air-to-air. Can cross-up, but jumping mix-ups are generally ill-advised for Nagoriyuki.
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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | N/A | 750 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|---|
j.S Level 1 | 35 | High | 13 | 3 | 20 | N/A | |
j.S Level 2 | 37 | High | 12 | 3 | 20 | N/A | |
j.S Level 3 | 39 | High | 11 | 3 | 20 | N/A | |
j.S Level BR | 50 | High | 11 | 3 | 20 | N/A |
A standard air-to-air poke with good horizontal range. Also works as a jump-in punish against projectiles.
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. Decent enough of a move when the situation calls for it, but nothing to write home about.
- Lowers Blood Gauge on hit (-2.4%).
- With each bar of Blood Gauge, speed and power are improved.
Gatling Options: j.H, j.D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.S Level 1 | 80% | 2 | Mid | N/A | 1125 | 1000 | 300 | 80% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.S Level 2 | 80% | 2 | Mid | N/A | 1125 | 1000 | 300 | 80% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.S Level 3 | 80% | 2 | Mid | N/A | 1125 | 1000 | 300 | 80% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.S Level BR | 80% | 2 | Mid | N/A | 1125 | 1000 | 300 | 80% | 35% |
j.S Level 1:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 3.5 Chip Damage on block
j.S Level 2:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 5.55 Chip Damage on block
j.S Level 3:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 7.8 Chip Damage on block
j.S Level BR:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 17.5 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
j.H Level 1 | 41 | High | 16 | 4 | 23 | N/A | |
j.H Level 2 | 43 | High | 15 | 4 | 23 | N/A | |
j.H Level 3 | 45 | High | 14 | 4 | 23 | N/A | |
j.H Level BR | 58 | High | 14 | 4 | 23 | N/A |
A large, downward sword slash. Has use as a jump-in and projectile punish, though jumping is rarely the best option for Nagoriyuki.
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.
- Lowers Blood Gauge on block/hit (OB -2.4%, OH -19.2%).
- With each bar of Blood Gauge, range, speed and power are improved.
Gatling Options: j.D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.H Level 1 | 80% | 3 | Mid | N/A | 1500 | 1000 | 300 | 100% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.H Level 2 | 80% | 3 | Mid | N/A | 1500 | 1000 | 300 | 100% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.H Level 3 | 80% | 3 | Mid | N/A | 1500 | 1000 | 300 | 100% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.H Level BR | 80% | 3 | Mid | N/A | 1500 | 1000 | 300 | 100% | 35% |
j.H Level 1:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 4.1 Chip Damage on block
j.H Level 2:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 6.45 Chip Damage on block
j.H Level 3:
- Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)
- 9 Chip Damage on block
j.H Level BR:
- 20.3 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
j.D Level 1 | 55 | High | 15 | 3 | 20 | N/A | |
j.D Level 2 | 60 | High | 13 | 3 | 20 | N/A | |
j.D Level 3 | 65 | High | 11 | 3 | 20 | N/A | |
j.D Level BR | 84 | High | 11 | 3 | 20 | N/A |
A long, disjointed attack that hits diagonally upwards in front of Nagoriyuki. A niche combo extender and air-to-air.
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 CharlotteGuardAllStartup14RecoveryUntil Landing + 7Advantage-17 (IAS) or Faust's LoveGuardAllStartup27RecoveryTotal 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.
- Lowers Blood Gauge on hit (-2.4%).
- With each bar of Blood Gauge, speed and power are improved.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D Level 1 | 80% | 3 | Mid | KD | 1500 | 1000 | 500 | 60% | 10% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.D Level 2 | 80% | 3 | Mid | N/A | 1500 | 1000 | 500 | 60% | 15% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.D Level 3 | 80% | 3 | Mid | N/A | 1500 | 1000 | 500 | 60% | 20% | |||||||||||||||||||||||||||||||||||||||||||||||||||
j.D Level BR | 80% | 3 | Mid | N/A | 1500 | 1000 | 500 | 60% | 35% |
j.D Level 1:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 5.5 Chip Damage on block
j.D Level 2:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 9 Chip Damage on block
j.D Level 3:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 13 Chip Damage on block
j.D Level BR:
- Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
- 29.4 Chip Damage on block
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 |
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 mix-up option. Think of it as a faster but less rewarding alternative to Bloodsucking UniverseGuardGround ThrowStartup7Recovery48AdvantageNA (623P). Its unusually long range for a ground throw makes it good for disrespecting pressure, which helps compensate for Nagoriyuki's generally slow moves. Ground throw grants strong okizeme on hit.
- Can throw the opponent either forward or backwards.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | N/A | HKD +41 | 2500 | 1000 |
- Has 33% more range than a standard character's Throw.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
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 FukyoGuardN/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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | N/A | HKD +51 (IAS) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage decreases as height increases (+45 to +57).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- Air Throwing at low Blood Levels and from exceptional heights may even prevent an OTG 6H follow-up.
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 |
---|---|---|---|---|---|---|---|
236K | N/A | N/A | - | N/A | Total 25 | N/A | 1-25F Above Chest |
214K | 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 has many applications. Firstly, it compensates for Nagoriyuki's poor movement. 236K can be used to approach and 214K can be used to retreat and to dodge and punish attacks. Both versions leave Nagoriyuki with sliding momentum. The momentum can be canceled after the recovery by walking in the opposite direction. This allows the user to fine tune Nagoriyuki's positioning, which is key for moving to the optimal range to keep up 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 helps with closing space against characters with full-screen zoning options, such as Happy Chaos.
The forward momentum of 236K can extend 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, the two versions can be mixed up to throw the opponent off. The user can bait and punish abare by moving backwards, or condition the opponent to expect backward movement 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 on use (+14.4%).
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236K | N/A | N/A | 50 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
214K | N/A | N/A | 50 |
236K:
- Increases Blood Gauge over 3 seconds (+43.2/300)
- Does not begin movement until Frame 7.
- Can cancel into Specials from Frame 14 onwards, except either variant of Fukyo
- Holding down K and 4 or 6 will fast cancel into their respective directions of Fukyo on Frame 14. These cancels cannot be delayed and re-inputting 214K or 236K will not perform a cancel
- When cancelled into a Special, imparts forward momentum into the cancelled Special
- Can decrease distance travelled by pressing 4 from Frame 22 onwards
- Fukyo Frame Advantage Chart
214K:
- Increases Blood Gauge over 3 seconds (+43.2/300)
- Does not begin movement until Frame 5.
- Can cancel into Specials from Frame 9 onwards, except either variant of Fukyo
- Holding down K and 4 or 6 will fast cancel into their respective directions of Fukyo on Frame 9. These cancels cannot be delayed and re-inputting 214K or 236K will not perform a cancel
- When cancelled into a Special, imparts backward momentum into the cancelled Special
- Can decrease distance travelled by pressing 6 from Frame 13 onwards
Moves backwards during initial movement on frames 1~16
- Decreases Tension Balance during the initial movement, for a total of -1584 Tension Balance.
- Increases Negative value during the initial movement, for a total 640~1328 Negative value (amount varies and increases with distance to the opponent).
- Cancelling Backward Fukyo's momentum by holding forward, or cancelling into another special except another Backward Fukyo on frames 14~16 will slightly reduce the penalty to both Tension Balance and Negative value.
- Fukyo Frame Advantage Chart
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 strong mix-ups thanks to its high frame advantage on block. For example, c.S will interrupt abare attempts after the projectile is blocked, which can be mixed up with a throw. Its long active duration also make it easy to hit the move meaty. Using it after knocking the opponent down with Bloodsucking Universe in the corner allows for extended pressure sequences due to the stage positioning and Blood Gauge reduction.
- Increases Blood Gauge on use (+30%).
- Cancels single-hit projectiles.
- Can be canceled into other specials starting from frame 16.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | +8 | 500 | 1000 | 500 | 80% | 12% | 100 |
- Projectile will continue if Purple Roman Canceled on frame 12 at the earliest.
- Clash Level: 3
- Clash Hits: 1
- Increases Blood Gauge over 3 seconds (+90/300)
- Counter-Hit recovery
- Can cancel into Specials Frames 16~24, except Bloodsucking Universe and another Zarameyuki
- Cannot cancel into Specials Frames 25~39
- Projectile clashbox (first hitbox pictured) becomes active on frame 12, but its strike hitbox (second pictured) isn't active until frame 18 at the earliest
- Projectile clashbox lasts between 6~17 frames until it transitions to its strike hitbox based on proximity to the opponent
- 5.4 Chip Damage on block
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 |
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 speed and range, Kamuriyuki is a good option for closing the gap and initiating offense. If used unpredictably during neutral, it's likely to interrupt forward movement or even score a counter hit. It's an excellent punisher, should the opponent whiff a risky move. It's also good for interrupting slow, reactable moves, such as Ky's Charged Stun EdgeGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] (236H). If 214H hits close and with low combo scaling, the knockdown from 214H can combo into 6H OTG, mitigating the move's Blood Gauge increase. During less ideal conditions, the user will need to close space with FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) before using 6H, if it can combo at all. Alternatively, combo 214H into ShizuriyukiGuardAllStartup11Recovery21Advantage-7 (623H) to launch the opponent for a stronger conversion, at the cost of high Blood Gauge increase.
However, the move is -3 on block at close range. This forces the user to special cancel or risk being punished by a throw. Nagoriyuki's special moves puts the user in a decent position to play mindgames with the opponent. If the opponent attempts a punish, a cancel into 623H will counter hit them, whereas 214K can dodge and punish. If the opponent is conditioned to stay passive, they become open to a throw. 214H also yields high reward on counter hit, making it a strong frame trap from moves such as 5H. Note that if only the final frames of 214H hit the opponent - such as from max range - Nagoriyuki is -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 on use (+30%).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Large | HKD +56 | 1875 | 1000 | 300 | 25% | 150 |
- Increases Blood Gauge over 3s (+90/300)
- Airborne 5~12F
- Can cancel into Specials Frames 14~25, except Bloodsucking Universe and another Kamuriyuki
- When cancelled into a Special, imparts forward momentum into the cancelled Special
- Cannot cancel into specials Frames 26~35
- 12.5 Chip Damage on block
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 |
---|---|---|---|---|---|---|---|
623H | 45 | All | 11 | 3 | 21 | -7 | 1-13F Upper Body |
623HH | 55 | High | 10 | 6 | 29 | -16 |
A large and versatile two-hit rekka that increases the Blood Gauge. A strong frame trap and combo extender, as well as a powerful anti-air and oppressive round start option.
The 623H input initiates the first hit, and pressing again initiates the follow-up (623HH). The follow-up is highly delayable and can be used even on whiff. 623H is a good choice after moves such as KamuriyukiGuardLowStartup14Recovery17Advantage-3 (214H) on block to punish an opponent that challenges the user. The follow-up can be used to cover for the first hit. Both hits yield great reward on counter hit, making it a strong conditioning tool. Shizuriyuki is also used to extend combos. 623H launches the opponent, setting up juggle combos. 623HH causes a ground bounce, allowing for combos such as 623HH > 214H loops.
Shizuriyuki is also strong during neutral and on defense thanks to its range, disjoint and upper body invulnerability. It is an excellent addition to Nagoriyuki’s arsenal of anti-airs, alongside 6PGuardAllStartup12Recovery15Advantage-6 and 2HGuardAllStartup17Recovery29Advantage-17. Lastly, the move is an oppressive round start option. Its 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 dissuade the opponent from punishing it. Many characters struggle to contest it at round start, such as Goldlewis.
For an oppressive, dirty and rage-inducing move, 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 on use (+30%).
- The second hit has no effect on the Blood Gauge.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623H | 80% | 3 | Large | HKD +67 | 1000 | 1000 | 350 | 60% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623HH | 80% | 4 | Large | HKD +28 | 900 | 1000 | 350 | 100% | 25% | 0 |
623H:
- Increases Blood Gauge over 3 seconds (+90/300)
- Can cancel into Shizuriyuki (2) on whiff/block/hit Frames 11~29
- Cannot cancel into Shizuriyuki (2) Frames 30~34
- Can cancel into Specials other than Shizuriyuki (2) Frames 11~31, except Bloodsucking Universe and another Shizuriyuki (1)
- Cannot cancel into Specials Frame 32~34
- 11.25 Chip Damage on block
623HH:
- 8F gap between 623H and this followup at the fastest meaning it effectively has 9F startup when canceled at the earliest
- This move and the 623H it canceled from are considered one multi-hit attack
- R.I.S.C. loss applies only once when either hit connects
- Can cancel into Specials Frames 10~26, except Bloodsucking Universe and another Shizuriyuki
- If 623H connects on block/hit, 623HH can special cancel on whiff as well
- Cannot cancel into Specials Frames 27~44
- 13.75 Chip Damage on 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 | NA | 1-8F Throw |
A command throw that depletes the Blood Gauge on hit. Indispensable for mix-ups and Blood Gauge management.
Bloodsucking Universe is used to punish blocking and to condition the opponent to challenge blockstrings. Thanks to its speed, it's easy to surprise the opponent with this after a few moves. Try using it from forward FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K), the second hit of f.SSGuardAllStartup13Recovery19Advantage-8, KamuriyukiGuardLowStartup14Recovery17Advantage-3 (214H), or after c.SGuardAllStartup7Recovery10Advantage+3 or 5KGuardAllStartup7Recovery14Advantage-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 lowers Blood Gauge on hit (-93.6%).
- Removes all Blood Gauge increases/decreases before applying its own drain effect.
- With each bar of Blood Gauge, power increases.
- Recovers health on successful grab (15% of damage dealt rounded down).
- Has counter hit recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | N/A | HKD +36 | 2500 | 1000 | 100 |
- Has 33% more range than own Throw, 77% more than a standard character's Throw.
- Lowers Blood Gauge on hit over 2 seconds (-312/300)
- Cannot cancel into this move from other Specials
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
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 |
---|---|---|---|---|---|---|---|
BR Activation | N/A | All (Guard Crush) | 4+(38 Flash)+3 | 10 | 70 | -12 | 1-16F Full |
BR 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 ZansetsuGuardAllStartup11+(58 Flash)+10Recovery80Advantage-66 (632146H) or after enough time passes (roughly 3.5 seconds). Nagoriyuki gradually loses life in this state, up to 50% of his maximum health, though it cannot KO him. 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 nondamaging hitbox. On hit, the opponent is launched away and knocked down. Activation cannot wall break, a wall splatted opponent hit by it will instead be knocked down. 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 deactivation animation has 1F invincible startup up to the super flash and 0 recovery afterwards. It's essentially a free screen freeze. This not only means it's not punishable but it gives the Nagoriyuki player a chance to see and react to what the opponent is doing during the screen freeze. This becomes particularly relevant when Blood Rage ends while Nagoriyuki is knocked down and/or meter is available for a reversal super.
- The activation hitbox can cancel out single-hit projectiles.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BR Activation | 100% | Very Small | HKD (+33) | 5 | 1000 | 200 | 50 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
BR Deactivation | N/A |
BR Activation:
- Triggers as soon as Nagoriyuki is grounded and free to act, i.e. not during the duration of another move and not in the air.
- Using a Roman Cancel when the Blood Gauge is full will force a frame 1 Fast Roman Cancel
- Guard Crush duration: 67f
BR Deactivation:
- Triggers as soon as Nagoriyuki is grounded and free to act, i.e. not during the duration of another move and not in the air.
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. The Blood Gauge will be temporarily paused during the cinematic but will continue increasing or decreasing afterwards. 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 punishable on whiff or block. Due to its many hits, it will deal considerable damage even after severe scaling late into a combo, and it massively drains the Blood Gauge, making it a powerful finisher in lengthy combos.
It’s powerful, it’s invincible, it manages blood and it oozes with style. What’s not to love?
- The final hit lowers Blood Gauge on hit (-64.8%).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | Mid | HKD +39 [HKD +73] | 2000 | 1000 | 80% | 25% |
- Final hit lowers the Blood Gauge on hit over 6 seconds (-194.4/300)
- 17.5 Chip Damage on block
- Cinematic does not trigger at the edge of attack, instead causes a comboable knockdown state without lowering the Blood Gauge.
- Data in [] refers to when the cinematic does not trigger.
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, Zansetsu is Nagoriyuki’s only overdrive. It reaches 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 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 good understanding of the opponent’s habits and tendencies.
- Does not exit Blood Rage mode if it is Roman Canceled before the animation finishes
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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4 | Very Small | HKD +15 | 2500 | 1000 | 80% | 25% |
- Available only in Blood Rage
- Ends Blood Rage on the last recovery frame, or on a Wall Break
- Using Purple Roman Cancel during the recovery frames will cause Blood Rage to not end
- 50 Chip Damage on block
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
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- Attack Level
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