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Nagoriyuki Nagoriyuki (名残雪), classified as a One Shot type, is a noble vampire samurai whose vampiric blade delivers devastating blows.
- 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.
Nagoriyuki |
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Normal Moves
- Data in [ ] refers to Nagoriyuki in Bloodrage (BR).
5P
- Important detail about the move goes here
This, along with 2P can be mashed to keep Bloodrage from activating. This allows for some sort of mindgame.
5K
- Amazing poke for its 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. 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
- GGST Nagoriyuki f.S.png
Neutral.
- One of Nagoriyuki's biggest pokes.
- Has follow-ups if you keep pressing .
- 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
- Massive reach and massive damage.
- Hits nearly fullscreen in Bloodrage.
- 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.
5D
- 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 + 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
- 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
Stomp on the ground. Main way to lead into 623H after a 5K.
6H
- 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
Quick jab to mash out of pressured can be mashed to keep Bloodrage from activating
2K
A simple kick. Its speed means that you can sometimes use this to open up an opponent expecting an aerial attack to hit them high, but this is otherwise your standard low option.
2S
- Decreases Blood Gauge on hit (-7.2/300).
- Blood Gauge reduction applies over 6 seconds.
A slash low to the ground. Its relatively swift startup and seemingly low recovery means that you can throw this out for multiple uses, such as preventing the opponent from dashing in or trying to low profile your other moves.
2H
- 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
Decent sweep. Pairs well with Nagoriyuki's great oki. On CH can convert into a c.S combo
j.P
- Quick air to air for stopping air approaches
j.K
- Has a cross-up hitbox, which can be utilized very well by doing j.HS paired with drift RC
j.S
Standard air-to-air poke. Gets longer in Bloodrage, making it less standard and more bloody.
- Decreases Blood Gauge on hit (-7.2/300).
- Blood Gauge reduction applies over 6 seconds.
j.H
- A jumpin with a massive vertical hitbox that gets even larger in Bloodrage.
- 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.
j.D
- Causes wall bounce on hit.
- Decreases Blood Gauge on hit (-7.2/300).
- Blood Gauge reduction applies over 6 seconds.
A stab that hits diagonally upwards in front of Nagoriyuki. This also briefly stalls his air momentum on use. Mainly gets its use in Dust combos, but can probably work as an air-to-air for opponents above you.
Universal Mechanics
Ground Throw
Nagoriyuki throws his opponent down to the ground like the trash they are. Like other characters' throws, this is useful for disrespecting pressure, and even moreso for a character whose moves are usually on the slower side.
Air Throw
- Useful tool to stop air approaches. Leads into OTG 6H.
Special Moves
Zarameyuki / 粗雪
236S
- GGST Nagoriyuki Zarameyuki.png
No Hibiki in Tag, but Hibiki in STRIVE.
- 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
- Command dash.
- 236K goes forwards, 214K goes backwards.
- Cancelable into itself with a or input while holding .
- 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
- 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 (+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
- Anti-Air
- Second hit only comes out on hit or block.
- Increases Bloodgauge (+90/300)
- 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.
- 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
- 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
- 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)
- 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 )