GGST/Nagoriyuki

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Overview
Overview

 Nagoriyuki  Nagoriyuki (名残雪), classified as a One Shot type, is a noble vampire samurai whose vampiric blade delivers devastating blows.

Pros
Cons
  • Long Normals: His giant katana lets him control the screen from far ranges.
  • Special Cancel: Has the unique ability to cancel specials into themselves, allowing for monster conversions off the right counter-hit.
  • Bloodrage: The higher his blood gauge, the better his normals are. At Max Bloodrage, he gains max-range normals and a special Overdrive.
  • Damage Per-hit: Each button does a sizable chunk of damage on its own, being able to dissipate the opponent's health quickly.
  • Good Super Jump: Super jump covers more horizontal and vertical distance than most, if not all of the rest of the cast.
  • Limited Mobility: Does not have a normal dash, air-dash or double jump.
  • Max Bloodrage: Entering Max Bloodrage forces a transformation attack that can be easily punished. It also takes away access to special moves, rapidly drains health over time, and increases damage received.
  • Slow To Start: Most of his big combo starters (f.S, 5H, 2H, etc.) have higher-than-average startup.
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. Nagoriyuki can also completely halt building the blood gauge by landing his command grab, Bloodsucking Universe. Once the gauge is full, Nagoriyuki is forced into Max Bloodrage mode. He loses access to all of his special moves while in Max Bloodrage, but in return has heavily buffed S and HS attacks as well as the ability to use his Zansetsu 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 Zansetsu(on block/on hit). Players must constantly keep note of how filled the blood gauge is, as entering and exiting Max Bloodrage mode is highly unsafe on raw activation/deactivation and can make Nagoriyuki definitely lose the round if it happens at an unfortunate time. It is integral that players understand how to maximize the benefits while mitigating the drawbacks of Bloodrage in order to play Nagoriyuki effectively.
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Nagoriyuki

Normal Moves

  • Data in [ ] refers to Nagoriyuki in Bloodrage (BR).

5P

5K

c.S

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

  • Does not 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. This can also be used as an anti-air due to its speed, but getting within the activation range may prove to be a challenge. Be sure to take advantage of the plus frames this move provides.

f.S

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

  • One of Nagoriyuki's biggest pokes.
  • Has follow-ups if you keep pressing S.
  • Last follow-up knocks down.
  • f.S and f.SS decreases Blood Gauge on hit (-7.2/300).
  • Final hit of f.SSS decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Total Blood Gauge recovery for the full f.SSS on hit is (-72/300).
  • Blood Gauge reduction applies as 3 separate instances each lasting 6 seconds.
  • With Bloodrage mode, f.SSS damage increases from 14 to [45]

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

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

5H

5D

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

  • Does not reduce Blood Gauge on hit or block.
  • j.S, j.HS, and j.D follow ups after the launch recover the Blood Gauge like normal.

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

6P

6K

6H

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

  • Can be used to OTG; opponent will tech instantly on connect.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Blood Gauge reduction applies over 6 seconds.
  • With Blood Gauge(100-200,200-300,[Bloodrage]), range, damage and frame improved.

A sword slash downwards. Due to its damage, knockdown, and the rate that it decreases the Blood Gauge, this is a good ender for certain combos. When ending a combo with 6H as an OTG, canceling into Fukyo (236K) results in favorable okizeme.

2P

2K

2S

2H

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

  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300).
  • Blood Gauge reduction applies over 6 seconds.
  • With Blood Gauge(100-200,200-300,[Bloodrage]), range, damage and frame improved.

An absolutely massive anti-air that somehow gets even bigger during Bloodrage. A move this huge will teach you how to anti-air - just don't be too predictable with it. The immense amount of recovery on this move means your turn ends if it whiffs. However, a counterhit on this can lead to a combo.

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Zarameyuki / 粗雪

236S

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

  • Mid-range poke
  • Cancels single-hit projectiles.
  • Increases Bloodgauge (+90/300).
  • Persists if Nago gets hit.
  • Can be cancellable into other specials.

Nagoriyuki's only projectile tool. Cancelling it into 236K can end his recovery much quicker. This can help you advance towards your opponent more if you follow up with his dash. This special can give multiple mix-up routes when the opponent is blocking given it's advantage on block. For example, you can use c.5S if the opponent tries to mash your projectile or if they proceed to block, you can punish them with your command grab, (623P).

Fukyo / 不香

236K or 214K

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

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

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

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

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

Kamuriyuki / 冠雪

214H

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

  • A lunging attack that can knock down the opponent on hit
  • Can cancel into any special on hit or block
  • Increases Bloodgauge (+90/300)

This move may seem aggressive and looks rather unsafe if you were to use it on the opponent on block but given that both of you are set to neutral, you could actually attempt other moves such as a throw and other sorts of mind games on your opponent. This moves yields great reward on counterhit, giving it a good use when you feel an opponent is trying to press buttons during your pressure.

Shizuriyuki / 垂雪

623H

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 - -

  • Command grab.
  • Greatly reduces the Blood Gauge (-280.8/300) and recovers some health on successful grab.
  • Removes all Blood Gauge increases/decreases before applying its own drain effect.
  • Blood Gauge drain lasts 3 seconds.
  • With Blood Gauge(100-200,200-300), damage increases.

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

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.

Given its dramatic decrease on your Blood Gauge, you can act more freely to be more aggressive on your opponent without having to worry about the amount that you are filling when using Nagoriyuki's specials as the Blood Gauge is still decreasing within those few seconds you are pressuring your opponent.

Blood Rage

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

No results

Deactivation

No results

  • Activation does not break the wall. If opponent is in wall splat, will simply knock them down.
  • S and HS moves are heavily buffed.
  • Grants access to a powerful Overdrive: Zansetsu.
  • Disables special moves.
  • Faultless defense(FD) can prevent the activation as long as you have tension.

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

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

Overdrives

Wasureyuki / 忘れ雪

632146S

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

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

Nagoriyuki does a swift, large slash that lifts the opponent up into a series of further slashes. The Blood Gauge will be temporarily paused during the cinematic but will continue increasing or decreasing after the cinematic ends. The Blood Gauge reduction will only be applied if the final blow of the cinematic lands.

Zansetsu / 残雪

632146H (while in Bloodrage)

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 - -

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

When you enter Bloodrage mode, Zansetsu is the only overdrive move you can use. It's generally used quickly as possible to avoid your health from drastically decreasing overtime due to Bloodrage. Using it raw can be risky as you have a lot of recovery frames after activating. Some characters can run up to you in time.

External References

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

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

Navigation

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

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