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| official_difficulty = yes | | official_difficulty = yes | ||
| unique_mechanic1_name = Bloodrage | | unique_mechanic1_name = Bloodrage | ||
| unique_mechanic1 = [[File: | | unique_mechanic1 = [[File:GGST_Nagoriyuki_BloodrageGauge|center|250px|The Bloodrage Gauge]] | ||
Nagoriyuki has a unique mechanic in the Bloodrage Gauge. Each time he uses a special move, the rate the gauge fills is increased. He is also allowed to cancel special moves into each other at the cost of filling the gauge. Connecting with his sword normals on hit or block will decrease the rate that the gauge fills. Once the gauge is full, Nagoriyuki is forced into Bloodrage mode. He loses access to all of his special moves while in Bloodrage, but in return has heavily buffed S and HS attacks as well as the ability to use his Zensetsu overdrive. Being in Bloodrage has a heavy cost, in that his lifebar decreases for the duration. Leaving Bloodrage means either running out the timer (represented as the gauge slowly decreasing) or using Zensetsu. Managing the Bloodrage gauge is integral to playing Nagoriyuki, as Bloodrage mode is highly unsafe on raw activation/deactivation and drops his healthbar like a rock. | |||
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* Activation does not break the wall. If opponent is in wall splat, will simply knock them down. | * Activation does not break the wall. If opponent is in wall splat, will simply knock them down. | ||
* S and HS moves are heavily buffed. | * S and HS moves are heavily buffed. | ||
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* Does not reduce Blood Gauge on hit or block. | * Does not reduce Blood Gauge on hit or block. | ||
Nagoriyuki uses his shortsword for a quick slash. Mostly combo and blockstring filler due to it's activation range, but very good at what it does. | |||
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* One of | * One of Nagoriyuki's biggest pokes. | ||
* Has follow-ups if you keep pressing {{Prompt|GGST|S}}. | * Has follow-ups if you keep pressing {{Prompt|GGST|S}}. | ||
* Last follow-up knocks down. | * Last follow-up knocks down. | ||
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* Does not reduce Blood Gauge on hit or block. | * Does not reduce Blood Gauge on hit or block. | ||
Nagoriyuki uses his short sword for a quick overhead. Charged 5D or CH 5D will give you the cinematic launch, but Nagoriyuki lacking a double jump means it will lead to a little less damage than normal. | |||
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Revision as of 20:53, 19 February 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Activation |
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Deactivation |
- Activation does not break the wall. If opponent is in wall splat, will simply knock them down.
- S and HS moves are heavily buffed.
- Unlocks an Overdrive to be used: Zansetsu.
- Disables special moves.
Activation happens when the gauge gets full, deactivation happens when you use Zansetsu or after enough time passes.
The activation has a hitbox that does no damage. If it hits, the opponent is launched far away and forced into a knockdown. if blocked, the opponent is put into a lengthy guard break animation and pushed back a fair distance if not in the corner. These can both help to make the recovery of the activation safer, but be aware that the activation is extremely punishable otherwise.
Normal Moves
- Data in [ ] refers to Nagoriyuki in Bloodrage (BR).
5P
5K
- Amazing poke for it's speed.
A fast button with respectable range. Juggles the opponent on aerial hit, making it a staple in his combos. Also juggles into itself for easy confirms.
c.S
- Does not reduce Blood Gauge on hit or block.
Nagoriyuki uses his shortsword for a quick slash. Mostly combo and blockstring filler due to it's activation range, but very good at what it does.
f.S
- GGST Nagoriyuki f.S.png
Neutral.
f.S |
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f.SS |
f.SSS |
- One of Nagoriyuki's biggest pokes.
- Has follow-ups if you keep pressing .
- Last follow-up knocks down.
- Decreases Blood Gauge on connect.
5H
- GGST Nagoriyuki 5H.png
- Massive reach and massive damage.
- Hits nearly fullscreen in Bloodrage.
- Decreases Blood Gauge on connect.
5D
- Does not reduce Blood Gauge on hit or block.
Nagoriyuki uses his short sword for a quick overhead. Charged 5D or CH 5D will give you the cinematic launch, but Nagoriyuki lacking a double jump means it will lead to a little less damage than normal.
6P
- One of Nago's main anti-airs.
Much faster than 2H at the cost of being much smaller. Comes with the benefit of being a lot easier to use in a pinch.
6K
- GGST Nagoriyuki 6K.png
Big steppy
6H
- GGST Nagoriyuki 6H.png
- Knocks down on hit.
- Can be used to OTG; opponent will tech instantly on connect.
- Decreases Blood Gauge on connect.
2P
2K
2S
2H
- GGST Nagoriyuki 2H.png
Very satisfying after hearing "COUNTER"
2D
j.P
j.K
j.S
j.H
j.D
Hits diagonally upwards in front of Nagoriyuki
- Causes wall bounce on hit
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Zarameyuki
236S
- GGST Nagoriyuki Zarameyuki.png
- Mid-range poke
- Cancels single-hit projectiles.
- Increases Bloodgauge.
- Persists if Nago gets hit.
Fukyo
236K or 214K
Forward |
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Backward |
- Command dash.
- 236K goes forwards, 214K goes backwards.
- Cancelable into itself with a or input while moving.
- Increases Bloodgauge.
Kamuriyuki
214H
- GGST Nagoriyuki Kamuriyuki.png
- A lunging attack that can knock down the opponent on hit
- Can cancel into any special on hit or block
- Increases Bloodgauge
Shizuriyuki
623H
- Anti-Air
- Second hit only comes out on hit or block.
- First hit can be cancelled into a special
The move you'll be using to extend your combos. The most notable one is 623H > 236K for Midscreen, and 623H(2) > 214H in the corner.
Bloodsucking Universe
623P
- Command grab.
- Empties the Blood Gauge and recovers some health on successful grab.
If this successfully hits, the Blood Gauge's progression is completely halted, no matter how fast it was made to fill beforehand. A buff is then applied for a somewhat short duration which will increase the rate that the Blood Gauge drains when able.
Thanks to its speed, it's very easy to surprise the opponent with this after a few moves, such as a forward-moving Fukyo or the second hit of f.S.
Overdrives
Wasureyuki
632146S
- GGST Nagoriyuki Wasureyuki.png
- Enters a cinematic if it hits up close.
Nagoriyuki does a swift, large slash that lifts the opponent up into a series of further slashes. If this successfully hits, the Blood Gauge's progression will be completely halted, no matter how fast it was filling beforehand. This makes it your ideal ender for combos that involve chaining a lot of special moves together.
Zansetsu
632146H (while in Bloodrage)
- Hits fullscreen.
- Deals MASSIVE damage raw, and still does plenty after a scaled combo.
- Exits Bloodrage mode on use.
External References
move
and the move Full
sections. One is shown on the Nagoriyukicter page, while the other is shown on the frame data page.