GGST/Nagoriyuki/Combos

From Dustloop Wiki



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Blood Level and Blood Rage

Some combos are only possible with a certain amount of Blood due to the decreased startup and increased range of HS normals at higher Blood levels. These combos will be noted with (BL#) or (BR) at the beginning.

The Blood Level numbers used here refer to the number of bars filled. Blood in the first Bar is BL1, in the second is BL2, in the third is BL3, and Blood Rage is BR

Blood Gain Note
All values listed are the net amount of the Blood Gauge. All combos that feature both specials and S/HS normals will have an initial spike followed by a rapid drain before settling on a net gain.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Combos That End In a 214H KnockdownClick the tabs above this box to navigate.


All the combos in this box end the same way, but have completely different use cases depending on the starter, dont treat these combos as if they serve one purpose.

Close Range Punch ComboFor this vampire, even mashing is quite rewarding.
Very Easy

5P > 6P > 214H > OTG 6K > 236K
A BNB combo starting from Nagoriyuki’s fastest strike. Very rewarding for a 5P starter.

This is Nagoriyuki’s best route to convert from 5P Abare An attack during the opponent's pressure, intended to interrupt it.. It's useful in a variety of situations, such as mashing out of throws, challenging pressure and punishing unsafe moves. It can also convert from a 5P used as an anti-air.

Basic Anti-Air ComboStop an approach, with style!
Very Easy

CH 6P > 214H, OTG 6K > 236K
Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as  Giovanna's TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and  May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like  Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 and  Leo's f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

The upper body invincibility also naturally makes 6P a reliable anti-air, stopping opponents both jumping and Instant Airdashing in while turning their approach into a KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 okizeme situation for Ky.


Low Blood/Kick ComboThe combo that makes the low mix-up threatening.
Very Easy

2K > 2D, OTG 6K > 236K
Nagoriyuki’s staple combo from 2K, his fastest low mix-up. An essential combo for making the most of Nagoriyuki’s mix-ups as well as a good way to convert off of meaty 2K during okizeme.

Keep in mind that if 2K hits at tip range, 6K might not reach, however 2S serves as a valid OTG alternative.


Blood Gauge Reduction/Poke ComboSo simple, yet so good!
Very Easy

f.SSS
An important conversion to manage the Blood Gauge. At high Blood, f.S is an especially useful poke, as landing this string reduces the Blood Gauge by a whopping 129.6 points. c.S can reliably convert into f.SSS, and many longer juggle combos using special moves can use f.SSS as a finisher to mitigate their Blood Gauge increase. The wall carry of f.SSS is fantastic, expect many wall breaks with this bad boy.


High Blood BNB ComboThis one will make ‘em block low!
Very Easy

(CH or BL3) 2S > 5H > 214H
A key combo at high Blood. 2S is a very powerful poke, giving the user many opportunities to land this combo. Useful for conditioning the opponent to play patiently. If 2S is blocked, the threat of follow-ups often dissuades the opponent from retaliating. This means that multiple 2S can be looped while staying relatively safe, as long as the move is spaced correctly. When 2S hits, the user can either stop the combo at 5H for maximum Blood gauge reduction or special cancel into 214H to keep up the pressure.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character


Double HS Special ComboThis is where the fun begins!
Medium

2S/5K > 214H > 623H > 236K, c.S > f.SSS WS > 6H
Your staple low Blood Wall Break route from landing pokes like 2S, 5K, or raw 214H. The Blood Drain from f.SSS and 6H at the end will almost completely nullify the Blood Gain from your Specials. Since the refund on Blood comes at the very end of your combo, it is very susceptible to Bursts. This route is safe to use up to 1.2 Blood Bars as long as your opponent doesn't have Burst. Always be aware of your opponent's Burst availability before going for high Blood Gain routes.


Counter Hit HS ComboThe bane of aggressive opponents.
Very Easy

CH 5H / CH 2H > 236K > OTG 6K > (236K)
A lot of Damage in few hits and relatively low Blood cost.


High Blood Corner ComboBig reward even at High Blood
Very Easy

(CH or BL3) 2S > 5H > 214H
The Blood Drain from landing 5H makes this route safe to use even at very high Blood, as the 5H removes a lot of the cost from 214H. 214H grants HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., allowing a meaty strike.


Standard Anti-Air ComboControl The Skies
Medium

6P > 623H > 236K, c.S > dl.f.SSS
Works on both regular and Counter Hit 6P. Make sure to slightly delay f.SSS after c.S to give them time to fall into it.


Midscreen CH 2H ComboNagoriyuki Airlines
Medium

CH 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H
Gold standard 2H combo with high corner carry into a Wall Break. Works on both grounded and airborne opponents.


Corner CH 2H Combo
Medium

CH 2H > 236K > 2H > 623H > 236K > c.S > c.S > 6H WS > 6H
So much damage for so little Blood Gain. This CH 2H route works both as a ground and an anti-air combo, though a bit tight against grounded Heavyweights. At lower Blood Levels the second 6H may not reach, use 5H instead.


CH 214H ComboUber to the Wall
Medium

CH 214H > 5K > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H
Wall Break route from Round Start distance or closer. If you're farther away, instead of c.S > 2H, end the combo with c.S > f.SSS.


Throw RC Combo
Hard

623P / 6D > 66RRC~c.S > 623H > 236K, c.S > f.SSS
The quick RRC can be replaced with a regular RRC. This makes the combo easier, at the cost of some Tension.


Air Throw Combo
Very Easy

j.6D/j.4D, OTG 6K > (236K)
Nagoriyuki’s air throw can combo into OTG 6K, making it more rewarding than other characters' air throws. Air Throws are essential for punishing opponents using moves that stall them in the air, such as Zato's FlightGGST Zato-1 Flight.pngGuardStartupRecoveryAdvantage-.


Charged Dust Combo
Easy

5[D].8 > j.H > j.K > jc9 > j.H > j.K > j.HH
This will be your primary Burst punish at high Blood Levels. The three j.Hs in the route drain almost 2 Blood Bars. You're +24 after landing, allowing either a meaty 2S or 236S > 236K

Combo List

  • All damage values have been tested with 0 Blood on Ky at 100% health, unless stated otherwise
  • Whenever 236K > (623H or 214H) is notated, assume a Fukyo canceled special done as early as possible.
  • When cancelling 623H into 236K, it is generally advised to hold [4] to immediately cancel Fukyo momentum to avoid a side switch (unless other written in the notes)
  • Blood Gain values in the table are Net Blood Gain, not Peak. For approximate Peak values, watch respective video examples.
  • Always be aware of your opponent's Burst when going for higher Peak Gain combos. Some of them build a ton of Blood before refunding it at the end, meaning a Burst in the middle of your combo can make you Blood Rage and lose the round. Either opt for less Peak Gain routes, or use Burst-safe conversions.
  • This Combo List is far from exhaustive, as Nago's Combo Theory is inherently extremely open-ended. Do not hesitate to make up your own combos in unfamiliar situations and learn what does and doesn't work through trial-and-error.

Normal Starters

Punch Starters

  • 5P and 2P are interchangeable as starters.
5P/2P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 6P/6K > 214H > (236K) > OTG 6K > (236K) Any 89 Everyone [1] Very Easy Net Blood Gain: +0.9/+1.3
Standard OTG route. You may need to 236K to get in range of OTG.
6P has to be omitted for longer-range punishes. On CH or crouching, you can swap it for 6K for more damage.
YT (normal), YT (6K) 1.33
(BL3+Cr or CH) 5P > 6H Any 84 Everyone [1] Very Easy Net Blood Gain: -0.6
Crouch in BL3 or Counter-Hit only combo.
YT 1.33
5P > 6P > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 155 Everyone [3] Medium Net Blood Gain: -0.4
Wallsplats from roundstart or closer distance to the corner.
YT 1.33
CH 5P > c.S/5K/2K... Any Depends Everyone [3] Medium Net Blood Gain: Varies
Counter-Hit 5P into a c.S/5K/2K route with 10 more Initial Decay on c.S and 5K, and 5 more on 2K. Simply put, they will fall slightly faster, so route accordingly.
YT 1.33
5P > 6P > 214H > 632146K~S Any 143 Everyone [5] Very Hard Net Blood Gain: -1.0
Kara Wasureyuki route. Omit 214H straight into 632146S for an easier, less damaging conversion.
YT 79522
(PC)
1.33
AA 5P > 5K > f.SSS Any 78 Everyone [2] Easy Net Blood Gain: -1.3
Basic anti-air 5P conversion for Blood drain and an HKD. You can change 5K out for c.S for slightly more damage in close proximity, but you may get f.S if your opponent air blocks. 5K is safer.
YT 1.33
AA 5P > c.S > 2H > 236K > dl.623H > 236K > c.S > f.SSS WS > 6H Midscreen 171 Everyone [4] Hard Net Blood Gain: -0.7
Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD. Delay the cancel into 623H for it to reach. Significantly more unreliable without a CH 5P.
YT 1.33
AA 5P > c.S > 2H > 236S > 236K > c.S > 5K > 6H WS > 6H Corner 187 Everyone [3] Medium Net Blood Gain: -0.4
Corner version of above that does a lot more damage and is easier while maintaining great Blood efficiency.
YT 1.33
6P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6P > 214H > OTG 2S > (236K) Any 89 Everyone [2] Easy Net Blood Gain: +0.8 (+1.3)
6P has high gravity scaling making this the most consistent OTG route on normal hit. On counter hit or high Blood level you are able to OTG 6H as well if absolutely necessary. At closer ranges, you can swap 214H for 623H, which always gives OTG 6H.
YT (close) YT (far) 1.33
6P > 623H > 236S > 236K > c.S > f.SSS WS > 6H Midscreen, Close 193 Everyone [3] Medium Net Blood Gain: +0.4
Wallsplats are possible from normal hit 6P, but the peak Blood increase is bad at +1.8.
YT 1.33
6P > 623H > 236S > 236K > c.S > 5K > 6H WS > 6H Corner, Close 217 Everyone [4] Hard Net Blood Gain: +1.1
Corner version of the above. Peak increase is even worse at +1.9.
YT 1.33
(AA or CH) 6P > 623H/236S > 236K > c.S > f.SSS (WS > 6H Any 130/181 Everyone [3] Medium Net Blood Gain: ±0.0/-0.5
Standard counter hit 6P conversion. At longer ranges where 6P fails to combo into 623H, you can swap it for 236S for no change in damage or Blood, but the link is slightly harder. Wallsplats when close to corner.
YT (midscreen), YT (wallsplat) 1.33
(BL2+) CH 6P > 623H > f.SSS Any 119 Everyone [2] Easy Net Blood Gain: -0.4
Saves an extra Fukyo worth of Blood.
YT 1.33
CH AA 6P > f.SSS Any 83 Everyone [3] Medium Net Blood Gain: -1.3
Saves a lot of Blood in exchange for damage. Works at any Blood level but becomes significantly easier and more consistent at BL2+.
YT 1.33
CH AA 6P > 236K > c.S > f.SSS Any 107 Everyone [2] Easy Net Blood Gain: -0.9
More damage and wall carry but this spends Blood. Works from lower heights and farther ranges as well.
YT 1.33
CH AA 6P > c.S > 2H > 236S > 236K > c.S > 5K > 6H WS > 6H Corner, Close 223 Everyone [3] Medium Net Blood Gain: -0.4
In the corner, CH AA 6P combos directly into c.S, though it can be a little inconsistent. The 5K can be omitted at low Wall health, or just for easier execution.
YT 1.33
CH AA 6P > c.S > 623H > 236K > c.S > dl.5H > 623H dl.H WS > 5H Corner, Close 233 Everyone [4] Hard Net Blood Gain: +1.1
Dealing more damage than this starts to get into very impractical Blood costs. Peak increase of +1.7.
YT 1.33

Kick Starters

5K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 214H > 623H > 236K > c.S > dl.f.SSS WS > 6H Any (but especially Roundstart) 197 Everyone [3] Medium Net Blood Gain: +0.4
Nago's dreaded roundstart 5K into wall break combo. The single most important combo for any new Nagoriyuki player to learn.
YT 1.33
5K > 214H > (236K) > OTG 6K/6H > (236K) Any, Close 113/133 Everyone [2] Easy Net Blood Gain: +1.3/+0.3
6K does not connect at 5K's tip range, omit it in such cases. You might have to 236K to connect an OTG after 214H at some ranges.
YT 1.33
5K > 6K > 623H > 236K > c.S > f.SSS WS > 6H Any, Close 184 Everyone [3] Medium Net Blood Gain: -0.5
Significantly better Blood profile than the roundstart version but only works at closer ranges. You can side switch after 236K if you're point blank when 5K connects, hold 4 to stay same side.
YT 1.33
(BL2+/Cr/CH) 5K > 6H Any At least 88 Everyone [1] Very Easy Net Blood Gain: -0.6
Very basic, but essential high Blood 5K combo. Good damage and alright oki despite being only 2 hits. Frequently Roman Cancelled for extensions (see below).
YT 1.33
CH 5K > 5K/2K... Any Varies Everyone [3] Medium Net Blood Gain: Varies
Counter-Hit 5K into a 5K/2K route with 5 more Initial Decay on 5K. Simply put, they will fall slightly faster, so route accordingly.
YT 1.33
(BL2+/Cr/CH) 5K > 6H > 66RRC > 5[D] > 5K > f.SSS WS > 6H Any 213 Everyone [3] Medium Net Blood Gain: -1.9
Bang for your buck. A great 5K > 6H extension for a massive amount of Blood drained, decent damage, and a wallbreak midscreen.
YT 1.33
(BL2+/Cr/CH) 5K > 6H > 66RRC > 5[D] > 2S > 623H > 236K > c.S > f.SSS WS 6H Midscreen 231 Everyone [3] Medium Net Blood Gain: -1.2
Version of the above which leads to a wallbreak from significantly farther ranges.
YT 1.33
(BL2+/Cr/CH) 5K > 6H > 88RRC > 2H > 236K > 623H > 236K > c.S > dl.5H > 623H dl.H WS 5H Midscreen 254 Everyone [4] Hard Net Blood Gain: +0.4
Massive damage, wall carry, and even a built-in Burst bait from one of your best moves. Beautiful. Beware, however, the peak increase of +1.4.
YT 1.33
(BL2+/Cr/CH) 5K > 6H > 88RRC > 2H > 236K > c.S > 5K > 6H WS > 6H Corner 234 Everyone [3] Medium Net Blood Gain: -1.8
This route drains so much Blood that it never increases above 0. Helpfully, it's also even easier at higher Blood levels.
YT 1.33
5K > 6K > 214H > 632146K~S Any 174 Everyone [5] Very Hard Net Blood Gain: -1.0
Kara Wasureyuki route. Skip 214H straight into 632146S for an easier, less damaging conversion.
YT 79521
(PC)
1.33
2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > OTG 6K/6H > (236K) Any 62/80 Everyone [1] Very Easy Net Blood Gain: +0.4/-0.5
Either OTG may whiff at max distance. Remember that OTG 6H can't be cancelled and leaves you -1, sacrificing your advantage for the Blood drain.
YT 1.33
2K > 6P > 214H > OTG 6K/6H > (236K) Any 86/102 Everyone [2] Easy Net Blood Gain: +1.3/+0.3
Same as combo above, but you need to 214H for a knockdown here.
YT 1.33
(Cr or CH) 2K > 6K > 214H > OTG 6K/6H > (236K) Any 87/102 Everyone [2] Easy Net Blood Gain: +1.3/+0.3
Crouch or Counter-Hit only combo. Press 3K > 6K to avoid accidentally inputting 236K.
YT 1.33
(BL3+Cr or CH) 2K > 6H Any 80 Everyone [2] Easy Net Blood Gain: -0.6
Crouch in BL3 or Counter-Hit only combo. An important way to drain Blood without peaking any at this level.
YT 1.33
2K > 2D/6P > 623H > 236K > c.S > f.SSS WS 6H Midscreen 151/152 Everyone [3] Medium Net Blood Gain: +0.4
2K's bad proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. value is generally not worth spending much more Blood than this on for a wallbreak.
YT 1.33
CH 2K > c.S/5K/2K... Any Depends Everyone [3] Medium Counter-Hit 2K into a c.S/5K/2K route with 10 more Initial Decay on c.S and 5K, and 5 more on 2K. Simply put, they will fall slightly faster, so route accordingly. YT 1.33
6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 214H > OTG 2S > (236K) Anywhere 90 Everyone [2] Easy Net Blood Gain: +0.8/+1.2
Due to 6K's forward movement, it will combo into OTG 2S from any range.
YT 1.33
6K > 623H > 236K > 5K > c.S > f.SSS WS 6H Corner 185 Everyone [3] Medium Net Blood Gain: -0.4
Due to 6K's forward movement, combos into 623H or 214H are always possible. This route is technically possible midscreen, but it's highly inconsistent.
YT 1.33
CH 6K > 5K > 214H > OTG 2S > (236K) Any 111 Everyone [2] Easy Net Blood Gain: +0.8/+1.2
Simple extension of the OTG route on grounded CH.
YT 1.33
CH 6K > 5K > (6K) > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 190 Everyone [3] Medium Net Blood Gain: -0.5
Omit the second 6K  at farther ranges. At closer ranges you can swap the first 5K for a microwalk c.S.
YT 1.33
CH 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H Corner 223 Everyone [3] Medium Net Blood Gain: -0.4
In the corner, however, you can reliably link a microwalk c.S even at farther ranges.
YT 1.33
CH 6K > (236K) > 623P Any 100 Everyone [2] Easy Net Blood Gain: -3.1/2.7
Combo into Bloodsucking Universe. A decent DP punish option if you're desperate to lower the Blood Gauge. 236K can be omitted if close enough.
YT 1.33

Slash Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 236K > dl.623H > 236K > c.S > f.SSS (WS > 6H) Any 212/167 Everyone [3] Medium Net Blood Gain: -0.7/-0.1
Great damage, corner carry, and Blood efficiency from any hit of c.S. Will wallsplat from 55% of the screen away or closer.
YT 1.33
c.S > 5K > 236S > 236K > 5K > f.SSS > WS 6H Midscreen 199 Everyone [4] Hard Net Blood Gain: -0.5
Has to be done as fast as possible, otherwise 5K > f.SSS does not connect. 5K can be replaced with c.S for an easier conversion at closer ranges and with Fukyo momentum.
YT 1.33
(BL2+) c.S > 5K > f.SSS Any 121 Everyone [2] Easy Net Blood Gain: -1.3
f.S's lower startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. at higher Blood levels makes this link possible. Significantly easier in the corner.
YT 1.33
c.S > 2H > 236S > f.SSS WS > 6H Corner 201 Everyone [3] Medium Net Blood Gain: -1.5
Massive Blood drain and low peak Blood in the corner, while still maintaining damage.
YT 1.33
c.S > 2H > 236S > 236K > c.S > 5K > c.S > 6H WS > 6H Corner 242 Everyone [3] Medium Net Blood Gain: -0.4
Strikes a balance between high damage and low Blood cost. You can omit the third c.S at lower Wall health.
YT 1.33
c.S > 2H > 236S > 236K > c.S > 5H > 623HH WS > 6H Corner 259 Everyone [3] Medium Net Blood Gain: +0.5
More Blood for more damage. Depending on how slow your links are you might need to wallbreak with 2H instead.
YT 1.33
c.S > f.SS > c.S > f.SS WS > 6H Corner 165 Everyone [3] Medium Net Blood Gain: -0.9
Sacrifices a lot of damage for the advantage of breaking the wall completely sans Blood. Best used when very close to BR or trying to maintain a low Blood level.
YT 1.33
BL2+ c.S > f.SS > c.S > 5K > 6H WS > 5H Corner 201 (BL2) Everyone* [4] Hard Net Blood Gain: -1.3
Like the above but a bit more damage and Blood reduction.
Works against CH, FA, LE, NA, PO, GO, BE at BL1. Works against everyone at higher Blood levels.
YT 1.33
c.S > 6H > 66RRC > [6] c.S > 5[D] > 5K > 6H WS > 6H/5H Corner 274 (BL2) Everyone* [3] Medium Net Blood Gain: -1.7
Bloodless corner combo with 50 meter. Wallbreak with 5H if you are BL1 by the end.
Doesn't work against KY, IN, HA at BL1. Works against everyone at BL2+.
YT 1.33
CH c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH c.S > 2H > 236K > 5K > 236S > 236K > c.S > 5K > 6H WS > 6H Midscreen 242 Everyone [3] Medium Net Blood Gain: ±0.0
Midscreen CH c.S route. Universal, acceptable damage-for-Blood. The 5K before WS can be omitted for slightly lower damage.
YT 1.33
(236K) CH c.S > microwalk c.S > dl.f.SS > 5K > 6H WS > 6H Near Corner 201 Everyone [5] Very Hard Net Blood Gain: -0.9
Sliding momentum from 236K is required to be in range for the second c.S. Works near the corner but not in it.
YT 1.33
CH c.S > 2H > 236K > 5K > 623H > 236K > 2K > c.S > f.SSS Back in Corner/Midscreen 182 Everyone [4] Hard Net Blood Gain: -0.1
Full corner to corner carry. You will need to momentum cancel to get 2K. Wallsplats from 80% of the screen away.
YT 1.33
CH c.S > 6K (whiff) > 5P > 623H > 236K > c.S > f.SSS WS > 6H Any 187 Everyone [3] Medium Net Blood Gain: -0.5
6K whiffs after CH c.S on most characters, allowing you to use the forward movement to pick up the opponent afterwards with 5P.
YT 1.33
CH c.S > 6K (whiff) > c.S > 2H > 236S > 236K > c.S > 5K > 6H WS > 6H Corner 244 Everyone [3] Medium Net Blood Gain: -0.4
In the corner, whiffing 6K allows you to pick up with c.S for free.
YT 1.33
CH c.S > 2H > 623H > 236K > c.S > 5[D] > c.S > 6H WS > 6H Corner 258 Everyone [3] Medium Net Blood Gain: -0.4
Powerful and consistent but still Blood-efficient conversion from corner CH c.S.
YT 1.33
CH c.S > 5H > 623H > 236K > c.S > c.S > 5H > 623H dl.H WS > 5H Corner 267 Everyone [4] Hard Net Blood Gain: +0.5
Optimal Blood-efficient route from a corner CH c.S at full wall health.
YT 1.33
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H Back in Corner 250 Everyone [4] Hard Net Blood Gain: +0.9
Useful throw whiff punish when cornered. Peaks at +2.2 Blood bars.
YT 1.33
CH c.S > 623H > 236K > c.S > 2H > 236K > 5K > 6K > 623HH > WS 6H Back in Corner 252 Everyone [5] Very Hard Net Blood Gain: +1.0
Higher-damage, lower peak Blood, and significantly harder cousin of the previous route. Picking up 5K after 2H can be very inconsistent. Peaks at +2.0 Blood bars.
YT 1.33
2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2S > 214H > (236K) > OTG 2S/6K > (236K) Any 87/94 Everyone [2] Easy Net Blood Gain: +1.2
Standard OTG extension. Use 2S at longer ranges and 6K at closer.
YT 1.33
2S > 214H > 623H > 236K > c.S > f.SSS WS > 6H Any 195 Everyone [3] Medium Net Blood Gain: +0.3
Wallbreak combo from roundstart 2S. Simple, reliable, and effective.
YT 1.33
CH 2S > 236S > 236K > c.S > f.SSS Any 128 Everyone [2] Easy Net Blood Gain: ±0.0
Auto-confirm from a buffered 2S > 236S. At closer ranges, you can swap 236S > 236K for 236K > 623H respectively, giving a slightly better launch.
YT 1.33
CH 2S > 2H > 236K > dl.623H > 236K > c.S > f.SSS WS > 6H Any 195 Everyone [4] Hard Net Blood Gain: -0.7
Only works at closer ranges. The same damage as you would get on normal hit, but the Blood profile is much better.
YT 1.33
CH 2S > 2H > 623H > 236K > c.S > c.S > 5H > 623H dl.H WS > 5H Corner, Close 238 Everyone [4] Hard Net Blood Gain: +0.4
Mega-damage wallbreak. You will need to be pretty close range for 623H to connect.
YT 1.33
CH 2S > 214H > 632146K~S Any 166 Everyone [5] Very Hard Net Blood Gain: -1.1
Kara Wasureyuki route. You can technically do this without CH, but it's a very tight window to hitconfirm.
YT 79519
(PC)
1.33
(BL3 or CH) 2S > 5H > 214H > 632146K~S Corner 239 (BL3) Everyone [5] Very Hard Net Blood Gain: -1.7
Kara Wasureyuki route. Best extension at high Blood.
YT 79518
(PC)
1.33
f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.SS > 214H > OTG 6K > (236K) Any 88 Everyone [2] Easy Net Blood Gain: +1.2
Basic OTG route from a midscreen poke.
YT 1.33
f.SS > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 153 Everyone [3] Medium Net Blood Gain: -0.7
Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S.
YT 1.33
CH f.S > 2H > 236S > 236K > f.SSS WS > 6H Corner 179 Everyone [3] Medium Net Blood Gain: -0.6
Low Blood corner route for any range. At closer ranges, you might get c.S instead of f.SSS, although you are guaranteed a wallbreak regardless.
YT 1.33
CH f.S > 2H > 236K > 214H > 632146K~S Midscreen 179 Everyone [5] Very Hard Net Blood Gain: -1.2
Kara Wasureyuki route. At closer ranges you may be able to swap 2H for 5H, allowing you to omit 236K, though execution becomes even harder.
YT 1.33
(f.SS) S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.SS (blocked) CH f.SSS > OTG 6K > (236K) Any 54 Everyone [1] Very Easy Net Blood Gain: -0.7
Another basic OTG that works anywhere. Due to 6K's forward movement, it connects at any range.
YT 1.33
f.SS (blocked) CH f.SSS > 2K > (214H) > 623H > 236K > c.S > c.S > 6H WS > 6H Corner 199 (209) Everyone [5] Very Hard Net Blood Gain: -1.0 (-0.1 with 214H)
Full meterless combo from a corner CH f.SSS. At farther ranges, 2K into 623H whiffs so pick up with 2K > 214H first. The second c.S can be swapped for 5K for easier execution.
YT 1.33
f.SS (blocked) f.SSS > 66PRC > 5[D] > 5K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 198 Everyone [4] Hard Net Blood Gain: -1.7
PRC route after confirming that f.SSS caught something like a jumpout or backdash. Possible on CH as well as non CH, only PRC timing changes.
YT 1.33
f.SS (blocked) f.SSS > 66RRC~2H > 236K > 623H > 236K > c.S > f.SSS Any 140 Everyone [4] Hard Net Blood Gain: -1.3
Acceptable damage, very low Blood, full corner-to-corner carry route for only 36% Tension. CH increases RRC window, making it easier to hitconfirm.
YT 1.33
f.SS (blocked) f.SSS > 88RRC > 2H > 236K > 623H > 236K > c.S > c.S > c.S > 6H WS > 6H Midscreen 216 Everyone [4] Hard Net Blood Gain: -1.1
Big damage and massive Blood drain, with a built in Burst bait to boot. The three c.S allow you to check the Wall health and ensure you splat on 6H.
YT 1.33
f.SS (blocked) f.SSS > 66RRC~5H > 623H > 236K > c.S > 5H > 623H > dl.H WS > 2H Corner 232 Everyone [4] Hard Net Blood Gain: -0.6
Huge damage route. Delay the second hit of 623HH for the wallsplat to happen.
YT 1.33
f.SS (blocked) f.SSS > 88RRC > falling j.D > c.S > 2H > 236K > 623H > c.S > 6H WS > 6H Corner 225 Everyone [4] Hard Net Blood Gain: -1.5
Your best option in the corner at high Blood, and still an excellent Blood profile and damage if not. c.S if close enough, 5K if not.
YT 1.33

Heavy Slash Starters

5H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 214H > OTG 2S > (236K) Close, Midscreen 115 Everyone [2] Easy Net Blood Gain: +0.2/+0.7
Midscreen, without a Counter Hit or Tension, this is all you get.
YT 1.33
5H > 623H > 236K > 5K > c.S > f.SSS WS > 6H Corner 206 Everyone [3] Medium Net Blood Gain: -1.1
Basic, great Blood-management wallbreak off corner hits of 5H close enough to combo into 623H.
YT 1.33
5H > 623H (dl).H > 214H > 623H > 236K > c.S > 6H WS > 6H Corner 281 Everyone [4] Hard Net Blood Gain: +1.4
Highest damage route. A poor Blood profile and a peak of +2.2 Blood bars make this a very risky route to go for, especially if they Burst before the c.S. Best done after c.S's frametrap into 5H at 0 Blood. On Counterhit, you will need to delay the second hit of 623HH by quite a lot.
YT 1.33
CH BL2+ 5H > 236K > OTG 5H > (236K) Any 120 (BL3) Everyone [1] Very Easy Net Blood Gain: -0.7 (-0.3)
Basic CH 5H conversion. Does not work at BL1; go for a wallbreak in that situation...
YT 1.33
CH 5H > 214H > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H Midscreen 254 Everyone [4] Hard Net Blood Gain: +0.2
...Such as this conversion right here. At closer ranges, it is possible to swap the 5K with a c.S for slightly better damage and meter gain.
YT 81585
(PC)
1.33
CH 5H > 214H > 236K > c.S > 5H > 623H > 236K > c.S > 6H WS > 6H In/Near Corner 260 Everyone [4] Hard Net Blood Gain: +0.2
Optimal damage-for-Blood corner route. You can omit the first 236K if in the corner for a better Blood profile.
YT 81586
(PC)
1.33
CH 5H > 236K > 5P > c.S > 5H > 623H > 236K > c.S > 6H WS > 6H In/Near Corner 233 Everyone [4] Hard Net Blood Gain: -0.5
5P grants a very low peak Blood increase (+0.6) at the cost of damage when routed into.
YT 1.33
CH 5H > 236K > 214H > 632146K~S Any 206 (BL3) Everyone [5] Very Hard Net Blood Gain: -1.2
Kara Wasureyuki route. In the corner, you can replace 214H with 623HH for even more damage.
YT 79510
(PC)
1.33
CH 5H > 236K > 623H > f.SSS Corner 165 (BL3) Everyone [3] Medium Net Blood Gain: -0.5
Usable even at pretty high Blood due to a low peak increase. Point-blank in the corner, the 236K can be omitted, but the f.SSS becomes harder to time.
YT 1.33
(BR) 5H > 632146H Any 248 Everyone [2] Easy Net Blood Gain: Exits Blood Rage
Standard combo for deactivating Blood Rage.
YT 1.33
2H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 236K > 623H > 236K > c.S > f.SSS (WS > 6H) Any 142 (193) Everyone [3] Medium Net Blood Gain: +0.4 (-0.1)
The standard combo after any hit of 2H. Fantastic wall carry, highly likely to bring them to a wallbreak.
Does not work at farthest ranges of 2H against grounded opponents.
If your back is in the corner, sideswitch with c.S and wallbreak with 2H.
YT (standard), YT (back in corner) 1.33
2H > 623H > 236K > c.S > 5[D] > dl.c.S > dl.6H WS > 6H Corner 239 Everyone [3] Medium Net Blood Gain: -0.4
Great Blood management when you're close enough to cancel 2H directly into 623H.
YT 1.33
CH 2H > 236K > dl.c.S > dl.5H > 623H > 236K > c.S > c.S > 6H WS > 6H Corner 245 Everyone [3] Medium Net Blood Gain: -0.5
Consistent and universal combo after a corner CH 2H. Omit the last c.S at low Wall health.
YT 1.33
(AA) CH 2H > 236K > c.S > 2H > 236K > c.S > 5H > 623HH WS > 5H In or Near Corner 248 Everyone [5] Very Hard Net Blood Gain: -0.5
Better peak Blood increase and slightly higher damage than the previous route. Grounded works only near-point blank; antiair requires a fairly deep connect. Inconsistent vs everyone except Ky when grounded, especially Faust.
YT 1.33
CH 2H > 236K > c.S > 5[D] > c.S > dl.f.SSS WS > 6H Corner 213 (BL1), 237 (BL3) Everyone [3] Medium Net Blood Gain: -2.0
Max Blood drain you can get.
YT 1.33
2H > 236K > 623HH > 632146H~S Corner 246 Everyone [5] Very Hard Net Blood Gain: -1.2
Kara Wasureyuki route.
YT 79517
(PC)
1.33
AA 2H > 236K > 214H > 632146K~S Any 181 Everyone [5] Very Hard Net Blood Gain: -1.2
Kara Wasureyuki route. High Blood stray 2H conversion.
YT 79516
(PC)
1.33
CH AA 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Further than Midscreen 212 Everyone [3] Medium Net Blood Gain: -1.2
Gold Standard for AA conversions. Will splat on f.SS if closer to the wall; try substituting this for 5K in order to wallsplat with 6H.
YT 1.33
CH AA 2H > 236K > [6] c.S > 2H > 236K > 623H > 236K > c.S > 5K > 6H WS 6H Any 242 Everyone [4] Hard Net Blood Gain: -0.1
Fantastic wall carry and damage-for-Blood ratio DP punish. Omit 5K closer to the corner.
YT 1.33
BL3 CH 2H > 236K > dl.5K > jc9 > j.S > j.D > j.D > 2H > 236S > 236K WS 6H Midscreen 263 Everyone [5] Very Hard Net Blood Gain: -0.2
Dustloop route. Your best meterless conversion at high Blood due to a very low peak increase. Delay 5K based on their height when hit by 2H.
YT 1.33
6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H > 66RRC > c.S > 623H > 236K > c.S > f.SSS WS > 6H Any 217 Everyone [3] Medium Net Blood Gain: -1.1
Blood-efficient, easier conversion off a midscreen hit with meter.
YT 1.33
6H > 66RRC~5H > 623H > 236K > c.S > 5H > 623HH WS > 2H Corner, Close 269 Everyone [4] Hard Net Blood Gain: -0.1
Preferred route after closer-range corner hit 6H. Incredible damage-for-Blood ratio. Peaks at +0.9 Blood bars.
YT 1.33
6H > 66RRC~5H > 214H > 623H > 236K > 5K > c.S > 6H WS > 6H Corner, Far or Midscreen, Close 263 Everyone [4] Hard Net Blood Gain: -0.1
Route for longer range corner or close midscreen hits of 6H where FRC 5H > 623H won't connect. Peaks around +1.2 Blood bars. Omit the 5K at lower wall health.
YT 1.33
CH 6H > OTG 6H or OTG 5H > 236K Any 131/114 Everyone [1] Very Easy / [2] Easy Net Blood Gain: -1.2 (-0.7)
Your biggest damage normals twice in a row. 5H OTG has a relatively small gap, easier to time rather than mash.
YT 1.33
CH 6H > 5K > 236S > 236K > 5K > f.SSS (WS > 6H) Close, Midscreen 217 Everyone [3] Medium Net Blood Gain: -1.1
5K > f.SSS link may be a bit tight at 0 blood.
YT 161855
(PC)
1.33
CH 6H > 5K > 236S > f.SSS WS > 6H Corner, Close 211 Everyone except AN [2] Easy Net Blood Gain: -1.5
Massive Blood drain route. Works at all Blood levels but is significantly easier at BL2+. CH 6H > 5K does not combo on Anji in the corner.
YT 1.33
CH 6H > 5K > 236S > 236K > c.S > 5K > c.S > 6H WS > 6H Corner, Close 246 Everyone except AN [3] Medium Net Blood Gain: -0.4
Strikes a balance between damage and Blood. Omit the last c.S at lower wall health.
YT 1.33
CH 6H > 5K > 236S > 236K > c.S > 5H > 623HH WS > 6H/2H Corner, Close 261 Everyone except AN [4] Hard Net Blood Gain: +0.5
More Blood for more damage. Whether it is possible to wallbreak with 6H is largely character-specific. For consistency, wallbreak with 2H or, at higher Blood, 5H.
YT 1.33
(BL3/Meaty) CH 6H > 2S > 2H > 236S > 236K > 5K > 6H WS > 6H Corner, Close 285 (BL3) Everyone [4] Hard Net Blood Gain: -1.0
Ludicrous damage and incredible Blood efficiency, but the 2S link can be tight and you need to meet the conditions to combo into it in the first place. Notably, this does work on Anji.
YT 1.33

Dust Starters

2D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 2D > (5K) > 623H > 236K > c.S > f.SSS WS 6H Midscreen 182 Everyone [3] Medium Net Blood Gain: -0.5
5K is optional and whiffs at farther ranges, though this means forgoing the Wall Break. Omitting the 5K is also the standard route on normal hit.
YT 1.33
CH 2D > 5K > 236S > f.SSS WS > 6H Corner 173 Everyone [2] Easy Net Blood Gain: -1.0
Low Blood corner combo. The f.SSS link is easier to time at higher Blood levels.
YT 1.33
CH 2D > microwalk c.S > 2H > 236S > 236K > c.S > 5K > 6H WS > 6H Corner 220 Everyone [5] Very Hard Net Blood Gain: -0.4
Good balance of damage and low peak Blood. Only works at close range and the microwalk c.S can be hard to time - too early and f.S will come out, too late and c.S will hit OTG. Outside of point-blank range, you will need Fukyo momentum to link c.S.
YT 1.33
CH 2D > 5K > dl.6K > 623H > 236K > c.S > 5K > 6H WS > 6H Corner 206 (0 RISC), 220 (2K RISC) Everyone [4] Hard Net Blood Gain: +0.2
Version for farther ranges where you can only combo into 5K. How much you need to delay the 6K is based on how far away you are after 5K; you may need to omit it entirely.
YT 1.33
CH 2D > 214H > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H Corner 229 Everyone [3] Medium Net Blood Gain: +0.5
Better damage and Tension gain, and it works from max range, but considerably worse Blood profile.
YT 1.33
5D (uncharged)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 66RRC > 5[D] > c.S > dl.f.SSS WS > 6H Corner 160 Everyone [3] Medium Net Blood Gain: -1.9
Massive Blood drain from your fastest overhead.
YT 1.33
5D > 66RRC~c.S > 5H > 623H > 236K > c.S > 5K > 6H WS > 6H Corner 179 Everyone [3] Medium Net Blood Gain: -0.4
Strikes a good balance between low Blood and acceptable damage. The fast RC is not necessary but you will have to delay 5H if you slow RC. Omit the 5K at lower Wall health.
YT 1.33
5D > 66RRC~5H > 623H > 236K > c.S > 5H > 623HH WS > 5H/2H Corner 187 Everyone [4] Hard Net Blood Gain: +0.5
Higher damage route. Sadly this is as good as it really gets without straying into DP loop territory. Wallbreak with 5H at BL2+.
YT 1.33
RISC CH 5D > 2H > 236K > 623H > 236K > c.S > f.S > 2H WS 5H Midscreen 276 Everyone [4] Hard Net Blood Gain: ±0.0
Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S.
YT 1.33
RISC CH 5D > (j8 or j9) > j.K > j.D > j.K > c.S > 2H WS > 2H Corner 263 Everyone [4] Hard Net Blood Gain: -1.1
Lowest damage among Nago's RISC CH 5D combos but costs the least Blood. Use neutral jump j.K when close and forward jump j.K when farther away.
YT 1.33
RISC CH 5D > 2H > 236S > 236K > c.S > c.S > 6H WS 6H Corner 303 Everyone [3] Medium Net Blood Gain: -0.4
More Blood for more damage. You can swap the second c.S for 5K if you are finding the link tricky.
YT 1.33
5[D] (charged)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.H > j.K > jc > j.H > j.K > j.HH Any 198 Everyone [3] Medium Net Blood Gain: -1.7
Universal homing Dust combo. Can help to delay first j.H.
YT 1.33
5[D]8 > j.H > j.K > jc > j.H > j.K > j.SS Any 195 Everyone [2] Easy Net Blood Gain: -1.2
Universal slightly easier version.
YT 1.33
5[D]8 > j.H > j.D > jc > j.K > j.H > j.SS Any 197 (Pot) Big Bodies [4] Hard Net Blood Gain: -1.3
Big body damage optimization. Ending with j.S > j.HH can sometimes net you an extra damage or two depending on guts thresholds, but it is much more difficult to execute.
YT 1.33
5[D]8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH Any 220 Everyone [5] Very Hard Net Blood Gain: -1.3
Dust RC combo for a little extra damage and a lot of extra style. BRC the first frame possible after the homing jump.
YT 1.33
5[D]8 > j.H > jc > j.H > j.H > j.SS Any 198 Everyone [4] Hard Net Blood Gain: -1.8
Max blood reduction you can get. Be careful not to trigger Finish Blow after the second j.H.
YT 158919
(PC)
1.33

Jump Normal Starters

  • As jump-ins, j.K, j.S and j.H are interchangeable as starters on normal hit, and j.H is assumed to be the starter here for the sake of consistency.
  • For the Blood values of j.S, j.D or j.K starters, add roughly +0.5 to the Net Blood Gain value.
Jump-ins
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H > c.S > 6K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen, Close 183 Everyone [3] Medium Net Blood Gain: -1.1
Great corner carry and fantastic Blood efficiency off close-range jump-ins.
YT 1.33
j.H > 5K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen, Far 176 Everyone [3] Medium Net Blood Gain: -1.1
More reliable route for ranges where c.S won't connect.
Corner carry suffers slightly as a result.
YT 1.33
j.H > c.S > 2H > 236S > 236K > 5K > c.S > 6H WS 6H Corner 210 Everyone [3] Medium Net Blood Gain: -0.9
Omit the 5K at lower wall health.
YT 1.33
CH j.H > 2H > 623H > 236K > c.S > 5H > 623H dl.H WS 5H Corner 228 Everyone [4] Hard Net Blood Gain: -0.1
This route must start with j.H or j.S.
YT 1.33
(DP Loop) WS > BRGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12 > j8 j.H > 22RRC > 6H WS > 6H Corner 161 (after a 258 damage DP loop) Everyone [4] Hard Net Blood Gain: Exits Blood Rage
Your standard route after comboing into Blood Rage and choosing the high mixup. Simple but effective.
The opponent is very likely to Burst after being hit by j.H. Hold [4] the entire time you fall to the ground, and you even have a little time to do so after you land before committing to 6H.
YT 1.33
(DP Loop) WS > BRGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12 > j8 j.H > 22RRC~j.P whiff > 5K > 6H WS > 6H Corner 162 (after a 258 damage DP loop) Everyone [6] Don't Net Blood Gain: Exits Blood Rage
A little meter saved and exactly one more damage than the previous route. Rarely necessary.
...but it two-touches  Ky.
You cannot bait Bursts as easily with this route compared to the previous.
YT 1.33

Special Move Starters

214H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
214H > 623H > 236K > 2K > c.S > f.SSS WS 6H Any 184 Everyone [3] Medium Net Blood Gain: +0.4
Omit 2K for a knockdown in the corner.
YT 1.33
214H > 236S > c.S > f.SSS WS > 6H Corner 183 Everyone [3] Medium Net Blood Gain: -0.1
Standard corner route. Often happens after f.SS is blocked and the opponent tries to jump a potential BiteGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA.
YT 1.33
CH 214H > c.S > 236K > 2K > c.S > f.SSS WS > 6H Midscreen 182 Everyone [3] Medium Net Blood Gain: ±0.0
Standard conversion when far from corner.
YT 88,162
(PC)
1.33
CH 214H > c.S > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H Midscreen 225 Everyone [3] Medium Net Blood Gain: +0.9
Standard conversion when close to corner. At longer ranges, you can swap the first c.S for 5K at a small damage cost.
YT 1.33
CH 214H > 5K > jc8 > j.K > j.D > j.K > land 2K > c.S > 2H WS > 5H Corner 199 Everyone [4] Hard Net Blood Gain: -0.3
Low Blood air combo route.
YT 1.33
CH 214H > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 5H Corner 232 Everyone [4] Hard Net Blood Gain: +0.5
More Blood spent for more damage dealt. Wallbreak with 6H at BL2+.
YT 1.33
623H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
623H > 236K > c.S > f.SSS Any 106 Everyone [2] Easy Net Blood Gain: ±0.0
Basic Blood-neutral conversion. Hold [4] or [6] depending on if you want to switch side or not.
YT 1.33
BL2+ 623H > 5K > f.SSS Any 110 Everyone [3] Medium Net Blood Gain: -0.4
5K doesn't always reach midscreen.
YT 1.33
623H > 214K > f.SSS Any 91 Everyone [2] Easy Net Blood Gain: ±0.0
Auto-pilot 623H214K conversion. Be careful not to Kara Wasureyuki.
YT 1.33
623HH > 236K > OTG 2K > (236K) Any 101 Everyone [2] Easy Net Blood Gain: +1.3 (+1.8)
Not much you can get on a regular hit 623HH.
YT 1.33
623H > 236K > c.S > 2H > 236K > 623H > 236K > 5K > c.S > 6H WS > 6H Round Start 219 Everyone [4] Hard Net Blood Gain: +1.4
High damage combo out of a non-counterhit 623H.
YT 1.33
CH 623H > 236K6 > c.S > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Round Start 203 Everyone [4] Hard Net Blood Gain: +0.6
A great round start conversion that keeps your Blood gauge low while still breaking the wall. You need to swap sides on the first 236K.
YT 1.33
CH 623HH > 214H623H > 236K > c.S > f.SSS WS > 6H Round Start 234 Everyone [4] Hard Net Blood Gain: +1.2
Your most damaging roundstart wallbreak outside of DP loops. Unfortunately, it makes Nago go into Blood Rage if they Burst after 236K. Only use when the opponent's Burst isn't available.
YT 1.33
CH 623H > 236K > j9 > rising j.K > j.K > c.S > f.SSS WS 6H Close, Midscreen 170 Everyone [3] Medium Net Blood Gain: -0.6/-1.0
Low damage, but great corner carry and Blood drain. Omit 236K and do a superjump to save a little Blood.
YT, YT (superjump) 1.33
CH 623H > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen, Closer than Round Start 196 Everyone [4] Hard Net Blood Gain: +0.2
Good compromise between damage and Blood cost.
YT 1.33
CH 623H > 236K, c.S > 2H > 236K > 5K > c.S > 6H WS > 6H Corner 213 Everyone [3] Medium Net Blood Gain: -0.4
Universal low Blood conversion. Delay the 2H at BL2+ to ensure you wallsplat.
YT 1.33
CH 623HH > 236K > OTG 6K/6H > (236K) Any 116/140 Everyone [1] Very Easy Net Blood Gain: +0.7/+1.8
On air hit, OTG 6H connects without 236K (+0.3 Blood).
You want to avoid needing to do this if possible.
Be careful with your Blood if you want okizeme.
YT 1.33
CH 623HH > 214H > (microwalk) OTG 6H Any 164 Everyone [1] Very Easy Net Blood Gain: +1.2
Exclusively a salvage combo. Trying to get oki with 6K > 236K would cost +2.2 blood, which is likely to cause Blood RageGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12 in a match.
YT 1.33
(623H)H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(623H) CH H > 236K > c.S > 5K > f.SSS Any 135 Everyone [2] Easy Net Blood Gain: +0.1
Basic conversion off any CH 623HH hit.
YT 1.33
(623H) CH H > 236K > c.S > 2H > 236S > 236K > c.S > 5K > 6H WS > 6H Midscreen 231 Everyone [4] Hard Net Blood Gain: +0.9
If you must break the wall off (623H) CH H midscreen, this is what you have. Quite likely to lead to a Blood Rage in a match. Not recommended.
YT 1.33
(623H) CH H > 236K > 5K > 5[D] > 5K > f.SSS WS > 6H Corner 202 Everyone [3] Medium Net Blood Gain: -0.4
Good damage, Blood-negative wallbreak.
YT 1.33
236S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236S > 236K > c.S > f.SSS Any 106 Everyone [2] Easy Net Blood Gain: ±0.0
Basic clone conversion. At longer ranges, combos directly into f.SSS without c.S. In the corner 236K can be skipped.
YT 1.33
236D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236[D] > microwalk c.S > f.SSS Any 88 Everyone [1] Very Easy Net Blood Gain: -1.3
Basic conversion.
At farther ranges, you will have to omit c.S, but f.SSS is autotimed. Replace f.SSS with 6H to make it unburstable.
YT 1.33
236[D] > microwalk c.S/5K > 623H > 236K > c.S > f.SSS WS > 6H Any 151 Everyone [3] Medium Net Blood Gain: -0.5
Works from roundstart and closer distance.
At farther ranges you will have to replace c.S with a 5K (microwalk still required).
YT 1.33
CH 236D > 5K > 236S > 236K > 5K > 5K > 6H WS > 6H Near Corner 130 Everyone [3] Medium Net Blood Gain: +0.2
Works near the corner but not in it.
YT 1.33
CH 236D > 5K > 623H > 236K > c.S > dl.f.SSS WS > 6H Corner 121 Everyone [2] Easy Net Blood Gain: -0.5
It's rarely worth the risk to get flashier than this given 236D's terrible damage and proration.
YT 1.33
CH 236[D] > 2H > 236K > 623H > 236K > c.S > 5K > 6H WS > 6H Midscreen 172 Everyone [4] Hard Net Blood Gain: +0.1
Omit 5K nearer to the wall to ensure you splat on 6H. In the corner, you can swap 236K > 623H for 236S (-0.4 net Blood).
YT (Midscreen), YT (Corner) 1.33
BR CH 236D > 5K > 632146H Anywhere 107 Everyone [2] Easy Net Blood Gain: Exits Blood Rage
Horrible damage for the resources used, but the only safe cancel you still have in Blood Rage just saved you from it!
At least you didn't lose half your health.
YT 1.33
BR 236[D] > microwalk c.S > 5H > 632146H Anywhere 163 Everyone [4] Hard Net Blood Gain: Exits Blood Rage
Dark Lord Daisuke: I offer you half my health, half my Burst, half my Tension, a 32F 60 prorate starter, and my soul. Save me from BR!
YT 1.33

Throw Starters

4D or 6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[4D or 6D] > OTG 2K > (236K) Corner 96 Everyone [1] Very Easy Net Blood Gain: ±0.0 (+0.4)
Works midscreen on  Axl,  Bedman?,  Goldlewis,  Gio,  Jack-O',  Millia,  yourself, and  Potemkin.
YT 1.33
(BL2+) [4D or 6D] > OTG 2S > (236K) Any 99 Everyone [1] Very Easy Net Blood Gain: -0.1 (+0.4)
OTG extension at Blood Levels 2 and 3.
YT 1.33
[4D or 6D] > 66RRC~c.S > f.SSS WS > 6H Corner 170 (BL3) Everyone [3] Medium Net Blood Gain: -1.9
Low damage, but maximum Blood Drain route.
YT 1.33
[4D or 6D] > 66RRC~c.S > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 169 Everyone [4] Hard Net Blood Gain: -0.5
The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.33
[4D or 6D] > 66RRC~c.S > 623H > 236K > c.S > 5K > 6H WS > 6H Corner 181 Everyone [4] Hard Net Blood Gain: +0.2
The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.33
[4D or 6D] > 66RRC~2H > 623H > 236K > c.S > 5K > 6H WS > 6H Corner 184 Everyone [4] Hard Net Blood Gain: -0.4
Optimal damage route from a fast RRC, but requires opponent to be right against the Wall for 2H > 623H to connect. The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.33
623P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
623P > 66RRC~c.S > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 162 Everyone [4] Hard Net Blood Gain: -3.1
The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.33
623P > 66RRC~5H > 623H > 236K > c.S > 5K > 6H WS > 6H Corner 178 Everyone [4] Hard Net Blood Gain: -3.5
Optimal damage fast RRC route. Requires opponent to be fairly close to the corner.
YT 1.33
623P > 88RRC > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 5H Back in Corner 174 Everyone [6] Don't Net Blood Gain: -3.1
A side switch combo where you pass under the opponent with the first 236K. Wallbreak with 6H if you are somehow still BL2+ by the end.
YT 1.33
j.4D or j.6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[j.4D or j.6D] > OTG 6K > (236K) Any 102 Everyone [1] Very Easy Net Blood Gain: ±0.0 (+0.4)
There are few reasons not to OTG 6K.
YT 1.33
[j.4D or j.6D] > 66RRC > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H Midscreen 183 Everyone [4] Hard Net Blood Gain: +0.0
236K as soon as you land. End in c.S > f.SSS instead of 5K > 6H if too far from the corner.
YT 1.33
[j.4D or j.6D] > 66RRC > 5[D] > c.S > 2H > 236S WS > 236K > 6H Corner 184 Everyone [3] Medium Net Blood Gain: +0.2
You can omit the 236K and wallbreak with 5H instead of 6H to save a meagre amount of Blood at the cost of a little damage if you wish.
YT 1.33
[j.4D or j.6D] > dl.44RRC~j.D > c.S > 2H > 236K > 623HH WS > 6H Corner 190 Everyone [6] Don't Net Blood Gain: +0.1
You are very likely to sideswitch on the c.S juggle. How easy it is to prevent this is based on how late you fast RC into the j.D and your positioning when you air threw; the lower to the ground and further from the corner, the better.
YT 1.33

Wasureyuki Extensions

Full Hit
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146S > 66RRC~j.H whiff > [4] > c.S > 2H > 236K > 623HH WS > (236K) > 6H Midscreen 321 Everyone [5] Very Hard Net Blood Gain: -1.8/-1.3
Hold back [4] the entire time before using c.S to stay on the same side. For a side switch, simply hold nothing.
YT 79509
(PC)
1.33
632146S > 66RRC~j.H whiff > c.S > 623H > 236K > c.S > 2H > 236K > 623HH WS > 236K > 6H Back in Corner 333 Everyone [5] Very Hard Net Blood Gain: -1.3
Back in Corner version.
YT 1.33
632146S > 88RRC > [6] > c.S > 5H > 623HH WS > 236K > 6H Corner 327 Everyone [5] Very Hard Net Blood Gain: -1.8
Corner version, and a great way to punish opposing reversal supers.
Wait until your P1/2 marker is about to reach the wall to press S.
YT 1.33
(WS > 632146S) > 88RRC~j.D > j.D Corner 12 (after a 7 hit combo) Everyone [2] Easy Net Blood Gain: -0.1
Wall splat shouldn't be too high or the second j.D whiffs.
YT 1.33
(WS > 632146S) > 88RRC > land > 6K whiff > 6H WS > 6H Corner 14 (after a 7 hit combo) Everyone [4] Hard Net Blood Gain: -1.1
Must be very close to them on a wall splat for the Red RC bubble to hit. Listen to the sound of Nago landing, immediately 6K for a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier., then mash 6H.
YT 1.33
Shallow Hit
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146S (shallow) > f.SSS Any 117 Everyone [1] Very Easy Net Blood Gain: -1.3
Simple extension on a shallow reversal super hit.
YT 1.33
632146S (shallow) > 623H > (236S) > 236K > c.S > f.SSS Any 166/235 Everyone [4] Hard Net Blood Gain: ±0.0/+0.9
More Blood for more damage. Add 236S for an easier juggle and wallbreak midscreen.
YT (166), YT (235) 1.33
632146S (shallow) > 623H > 236K > 623HH > 632146HS Any 254 Everyone [5] Very Hard Net Blood Gain: +0.3
Kara Wasureyuki extension on a shallow hit.
YT 79508
(PC)
1.33
(combo) > WS > 632146S (shallow) > 6H WS > 6H Corner 68 (after a 7 hit combo) Everyone [1] Very Easy Net Blood Gain: -1.2
Standard ender after a wall splat into shallow hit Wasureyuki.
Do not try the combo in the video at home.
YT 1.33

Shizu Loops

  • Midscreen routes work from roundstart distance.
  • Shizu Loop routes build a ton of Tension, meaning a WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 ender is almost always available.
  • Kara Wasureyuki after a Wall Splat allows you to skip the recovery of 623HH or 214H so that 632146S comes out before entering Blood Rage. It is necessary when starting the below combos at any blood higher than 0.
Shizu Loops
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 214H > 623HH > 214H > 623H > dl.214H > 623HH WS > 632146H~S Midscreen 294 Everyone [5] Very Hard Net Blood Gain: Blood Rage
Route works with any starter except c.S, 6P and HS normals.
Builds 42% Tension and 1.5 Blood before WS.
Kills 0 RISC Ky at 53% HP.
Only delay the last 214H if using 5K or f.S as the starter.
YT 1.33
5K > 214H > 623HH > 214H > 623H > 236K > 623HH WS > 632146H~S Corner 292 Everyone [5] Very Hard Net Blood Gain: Blood Rage
Corner version of the above. The same starter rules apply.
Builds 36% Tension and 1.5 Blood before WS.
Kills 0 RISC Ky at 53% HP.
YT 1.33
CH or AA 623HH > 214H > 623HH > 214H > 623H > 214H > 623H > 214H > 623H WS > 236K > BR Round Start 255 Everyone [4] Hard Net Blood Gain: Blood Rage
Best used when they have no Burst.
Builds ~35% of their Burst before the wall splat.
Builds you 50 Tension for a high/low/throw setup.
Your opponent might not want to rematch you after.
YT 1.33
CH 623HH > 214H > 623HH > 214H > 623H > 236K > 623H > 214H > 623HH WS > 236K > BR Round Start 258 Everyone [5] Very Hard Net Blood Gain: Blood Rage
Optimised but harder version of the previous combo.
Only necessary to ensure the ensuing Blood Rage mixup kills certain characters.
Your opponent should consider uninstalling.
YT 1.33
AA 623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146H~S Midscreen 305 Everyone [4] Hard Net Blood Gain: Blood Rage
Builds 42% Tension and 1.9 Blood before WS.
Kills 0 RISC Ky at 56% HP.
YT 1.33
CH or AA 623HH > 214H > 623HH > 214H > 623HH WS > 632146H~S Corner 311 Everyone [4] Hard Net Blood Gain: Blood Rage
Builds 35% Tension and 1.2 Blood before WS.
Kills 0 RISC Ky at 57% HP.
YT 1.33
(CH) 214H > 623H (dl.)H > 214H > 623H > dl.214H > 623HH WS > 632146H~S Corner 291 Everyone [5] Very Hard Net Blood Gain: Blood Rage
The second hit of 623HH needs a delay on CH.
Builds 39% Tension and 1.8 Blood before WS.
Kills 0 RISC Ky at 52% HP.
YT 1.33

BRC Combos

  • Slowdown from BRC allows 6H > 623H to combo grounded opponents on counter hit, including from the c.S > 6H string, although the link becomes tighter.
BRC
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > jc9 > (66)BRC > c.S > 2H > 623H > 236K > c.S > c.S > 6H WS 6H Corner 223 Everyone [5] Very Hard Net Blood Gain: -0.4
Hit Confirm This keyword does not have an entry in the Glossary off a 5K 66BRC hit.
The dash input can be omitted at close range.
YT 1.33
5K > jc9 > (66)BRC > c.S > 2H > 623H > f.SSS WS > 6H Corner 193 Everyone [4] Hard Net Blood Gain: -1.5
Extremely Blood-efficient variant of the above.
The link into f.SSS can be tight at low Blood.
YT 1.33
66BRC > CH 6H > 623H > 236K > dl.c.S > 5[D] > c.S > 6H WS > 6H Corner 298 (214H RISC, 259 at 0 RISC) Everyone [3] Medium Net Blood Gain: -0.4/+0.9
A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214H > 214K > 66BRC as a Throw punish.
This version strikes a good balance between high damage and Blood efficiency.
YT 1.33
66BRC > CH c.S > 6H > 623H > 236K > c.S > 5H > 623HH WS > 5H/2H Corner 310 (214H RISC, 275/2 at 0 RISC) Everyone [4] Hard Net Blood Gain: +0.5/+1.8
A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214H > 214K > 66BRC as a Throw punish.
This version deals more damage but spends even more Blood. Wallbreak with 2H if you are still BL1 by the time you wallsplat.
YT 1.33
66~4~BRC~j.K > c.S > 2H > 236S > 236K > c.S > c.S > 6H WS > 6H Corner 200 Everyone [5] Very Hard Net Blood Gain: -0.4
Instant overhead BRC j.K route.
Dash button has to be released before pressing 4~BRC.
YT 1.24

Baiken's Tether Combos

  • TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3 effectively negates all pushback, allowing links such as 2H > 623H > c.S.
 Baiken's Tether
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 6H > 632146S > OTG 2K > (236K) Any 230 (5K starter) Baiken [3] Medium Net Blood Gain: -1.6 (-1.2)
Generic 50 Tension Tether route that ends leads into big damage and oki.
TBD 1.24
(TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 2H > 623H > c.S > 6H > 632146S > OTG 2K > (236K) Any 235 (5K starter) Baiken [4] Hard Net Blood Gain: -1.3 (-0.8)
Generic 50 Tension Tether route that ends leads into big damage and oki.
TBD 1.24
(TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 5H > 623HH > 632146H~S > OTG 2K > (236K) Any 249 (5K starter) Baiken [5] Very Hard Net Blood Gain: -0.7 (-0.3)
Kara Wasureyuki Tether route that ends leads into big damage and oki.
YT 1.24
(TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3) 632146S (shallow hit) > 2S > 5H > (236K) Any 158 Baiken [2] Easy Net Blood Gain: -0.6 (-0.2)
Slightly more damage than the f.SSS extension.
YT 1.24

Combo Theory

Starters

Initial Proration and Combo Decay will be included with every starter. Clink on their links to learn more. Additionally, RISC Loss will be added if it is not equal to 1000.

For Nagoriyuki's moves, 1000 is the standard RISC Loss value. Only moves that have RISC Loss values different from 1000 will have them mentioned.

Small Counter-Hit

5P and 2P80% Proration, 10 Decay, 1500 RISC Loss
poster=LazyLoadImageThumbnail.png

5P and 2P have identical properties and can Gatling into themselves, each other, 6P, 6K and 6H. Unfortunately, they only combo into 6H on crouch hit at BL3 or CH, meaning you have to spend Blood on 623H or 214H for a meterless knockdown. This is especially noticeable at high Blood Levels, where you will have to either RC, or confirm 5P > 6P directly into Wasureyuki.

5P > 6K gatling only works on crouch hit or CH.
On CH, you can link into 5K, 2K and c.S, allowing significantly improved conversions.

5K90% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

In neutral, 5K usually hits at tip-range into extended opponent hurtboxes. At that range, only 214H or BL3 6H connect reliably. These are the moves you want to buffer for combos. Don't be afraid to spend Tension on 5K > 6H > 66RRC for damage and Blood drain.

At closer ranges, 5K > 6K connects, at which point you can hit-confirm into 623H or 214H. 5K > 6H is the next common option, granting an easy knockdown and Blood drain, but only at BL2+ or CH. 5K > 2D is the least used Gatling due to 2D's middling range and lack of a mashable gap between hits.

On CH, 5K links into itself, 2K and c.S. On crouch hit, you can link into BL3 2S, making 5K > 2S > 5H a combo at BL3.

2K70% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

In neutral, 2K buffered into 214H is commonly used against fast characters, especially  Chipp.

At closer ranges, 2K > 2D always connects and gives you a Blood-less knockdown into any OTG or okizeme of your choice. 2K > 6P combos on hit but requires Blood for a knockdown. 2K > 6K only works on crouch and 2K > 6H requires a crouch hit and Blood Level 2.

Medium Counter-Hit

c.S100% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

Your highest damage starter. The only c.S in the game that fully launches opponents on hit. Its launch properties and vast Gatling options make c.S combos some of the most varied and free-form in the game.

On regular hit, c.S > 2H gives the best damage and wall carry for non-CH routes. With a CH in the corner, Nagoriyuki unlocks devastating combo routes, allowing for combos like CH c.S > 2H > 236K > c.S > (...). Be sure to practice high damage c.S combos to properly punish reversals.

2S90% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

A relatively straightforward starter. You will want to cancel 2S into 214H at low Blood and into 5H at high Blood. On CH, the gatling into 5H always works, and allows for some high damage combos with 214H midscreen, though these can become expensive quickly.

In the corner, 2S > 5H/2H > 623H > ... works on CH and at BL3 for a very efficient Blood-to-Damage route.

f.S90% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

Almost always buffered into f.SS, which has 2000 RISC Loss and 10 Decay, meaning you usually start at mediocre damage and juggle scaling. 623H > 236K > c.S barely connects and leads into bad damage. For these reasons, many players simply finish with f.SSS for the knockdown and Blood drain.

On CH midscreen, it's possible to hit-confirm and Gatling into 2H then pick up with 236K > 623H, but unfortunately 2H whiffs on crouchers, which makes you have to confirm whether they were standing or crouching as well.

f.SSS90% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

This starter will frequently be used in conjuction with a Roman Cancel and a partially filled RISC bar for huge damage and Blood drain. However, it is also possible to combo off it meterless on CH with either an OTG midscreen or 2K > 214H/623H in the corner, making hitconfirming a Counter-Hit and not spending on Roman Cancel a rewarding skill to practice.

6P90% Proration, 25 Decay
poster=LazyLoadImageThumbnail.png

On grounded normal hit, the high initial Combo Decay coupled with no launch means that extending the combo is prohibitively expensive with few upsides. For this reason, it's recommended to just take the knockdown with 623HH or 214H > OTG.

Things change on air hit or Counter Hit, though. Although the decay remains high, Nagoriyuki only needs to use 623H for a conversion to a wallsplat, and on AA CH he's able to combo 5K or, in the corner, c.S.

6K90% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

On normal hit, requires you to cancel into 214H/623H for a combo.

On CH, puts the opponent into a Stagger state, giving you links into 5K, 2K and c.S. Alternatively, you can combo directly into 236K > 623P, granting full Blood drain. Don't RC this though, the rest of the combo will have 50% Forced Proration.

236D/236[D]60% Proration, 10/5 Decay
poster=LazyLoadImageThumbnail.png

Since this move is one of Nagoriyuki's easiest ways of skipping neutral, it has massive proration and decay. Uncharged 236D has no reward at all on normal hit besides an OTG, but on CH, followups become possible with 5K, although the scaling makes it impossible to get much outside the corner.

When charged, 236[D] has a much higher launch making followups always possible, though the proration remains poor. Midscreen, even the farthest hit will grant f.SSS, and closer hits allow you to walk forward a little to get in range of c.S or 5K. On CH, you can go straight into 2H anywhere for a stronger extension.


Large Counter-Hit

2D90% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

On normal hit, knocks down into an OTG or okizeme of your choice. Usually happens when the opponent tries to jump out after a blocked 2K.

This move has a large CH, but it's the worst one out of your large CHs due to a very low launch and 10 Initial Decay. You can usually pick up CH 2D with 5K into 6K, 623H or 214H, or with c.S at close range with a microwalk or Fukyo momentum.

5H90% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

Provides a very low launch and usually hits from far away, making possible follow-ups hard to land. However, they have the potential to deal a lot of damage when mastered.

On regular hit midscreen, 5H at most gives you 214H into an OTG, or at least letting you 236K to advance a little. CH midscreen at high Blood gives you an OTG anywhere, especially into another 5H. At lower Blood levels you can afford to 236K > 623H/214H for an extension.

In the corner, you can confirm a regular hit 5H into 214H at longer ranges or 623H when close. On corner CH, followups remain largely the same, with the addition of 236K > 5P becoming possible at close range. Notably, you are also able to guarantee a 623H at any range if you use 236K.

2H90% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

Your best starter in terms of launch height, 2H routes are the most Build-A-Combo in your kit.

On regular hit, it's possible to pick up with 236K > 623H from almost anywhere except a far grounded hit. Sometimes you will need a manual delay on 623H to hit them but it's not recommended to do it due to consistency issues.

On CH, 236K > 2H/f.SSS picks up from anywhere under any conditions, and 236K > c.S picks up in the corner or at closer ranges midscreen. Exact follow-ups vary a lot depending on screen position, their height in the air and your current Blood Level. However, due to 2H's great launch, you can really make up almost anything and it would probably work, so don't be afraid to get creative here.

6H90% Proration, 5 Decay
poster=LazyLoadImageThumbnail.png

Causes a small launch into a ground bounce, but due to the lack of special cancel, it's relatively difficult to convert from this move. On normal hit, it's impossible to extend further without meter, but RC or a CH changes this.

With a CH, you can pick up for a full combo with 5K, but the high pushback makes this rare. If hit meaty or BL3+, you can pick up with 2S instead, leading to some of Nago's most explosively powerful combos, and it has more range than 5K to boot. Alternatively, you can OTG into 5H for oki.

With an RC, this move will lead into powerful and high damaging combos, so don't be afraid to spend Tension on this. 6H > 66RRC~c.S will pick up anywhere due to the ground bounce, and you can even go straight into 5H in the corner for ludicrous damage and Blood drain, but the conversions are less flexible.

214H80% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

On regular hit, you can either end in an OTG or confirm into 623H for a full combo if you are close enough.

On CH, 214H launches high enough for c.S > 236K > c.S to combo. Use 5K when not close enough for c.S. Afterwards, 2H > 236S > 236K is great Damage-to-Blood when you're close enough to the wall and usually provides enough Tension to finish with 632146S after a Wall Splat. Otherwise, you can finish with f.SSS. Remember that 214H raises Blood significantly by itself, meaning you have to lean conservative with routing.

623H80% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

Shizuriyuki launches even better than 2H, but in reality routes will have to be more conservative due to 623H's high Blood cost and slightly higher decay.

On regular hit, you can pick up with 236K > c.S > f.SSS if close enough, or simply OTG them. Anything more ambitious will raise your Blood significantly, so exercise caution.

You can do almost anything on Counter-Hit, but always keep in mind the Blood cost restriction. Alternatively, if the opponent is close enough to dying and has low Burst, you can do Shizuloops by cancelling into 623HH > 214H. This is one of only a few starters that gives you 2 [623HH > 214H] bounces for high damage and high risk.

623HH80% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

You can't get anything except an OTG on regular hit.

On Counter-Hit, launches almost exactly the same as normal hit 623H, and just like it, you can easily extend with 236K > c.S > (...)

Other

5D80% Proration, 5 Decay, 3000 RISC Loss
poster=LazyLoadImageThumbnail.png

Despite having a Medium Counter-Hit property, 5D only gives a combo when RCed or under BRC slowdown.

It's a very low damage starter due to its low Proration and high RISC Loss, but due to being your fastest overhead it's nonetheless important to learn a route for if they're at low enough health that 5D > RC will kill. The most common follow-ups from this are c.S > 2H after fast RRC, and 5[D] after slow RRC.

[5D]100% Proration, 0 Decay, 1500 RISC Loss
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A very strong punish for highly unsafe moves such as reversal supers. The combo after deals high damage while draining a large amount of Blood and granting plus frames and Positive Bonus after, so be sure to land the Finish Blow.

Jump-ins80% Proration, 10 Decay
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All three of Nagoriyuki's jump-ins are interchangeable, with all three able to link into 5K or c.S without a counterhit. j.H is the preferred starter for its Blood drain and acceptable damage.

On CH, all three will combo into f.SSS at any range, but j.S and j.H in particular will combo directly into 2H or 5H. Comboing two HS normals directly into each other without using 236K is otherwise rare in Nagoriyuki's kit, granting massive reward for a callout.

In Blood Rage setups, j.H is also commonly landed as an instant overhead, but it must be Roman Cancelled (typically 22RRC) to be converted from if landed in this scenario as it is otherwise punishable on hit.

Air-to-airs80% Proration, 10 Decay
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In neutral you will typically land air-to-airs as a punish against delayed airdashes or attempted air projectiles, such as against  Elphelt or  Bedman.

For closer ranges where it's available, j.K and j.S float the opponent downward on any hit, which can often be picked up with 5K or c.S. This can be difficult to land, however, as j.K has comparable range to the much faster Air Throw when used air-to-air, and j.S sends them further horizontally.

At longer ranges, you may have to either use j.S > j.D or use j.D raw. However, this grants no reward beyond its knockdown due to j.D blowing the opponent far away, making it impossible to continue a combo in most circumstances.

In the corner, however, comboing into j.D or landing it raw grants access to Nago's only wallbounce, and a generous one at that. It allows you to combo into whatever you feel like, most notoriously another j.D, but followups are highly positioning-dependent. 2H offers the best balance of reward and practicality, as it's available on higher connects or always on CH, but lower to the ground you may need to use 5K or c.S.

236S80% Proration, 10 Decay
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Midcreen, Clone > Fukyo combos into c.S > f.SSS and 2K > 2D > OTG. In the corner, you can combo without a Fukyo.

From very far away, like punishing projectiles, Fukyo > f.SSS due to Clone hitting later in its active frames.

This is Nagoriyuki's only non-Overdrive move with a Very Small CH property, meaning its frame advantage does not change on Counter-Hit.

6D or 4D50% Proration, 25 Decay, 2500 RISC Loss
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Ground Throw gives OTG 2K in the corner and OTG 2S at BL2+ anywhere. Otherwise, you're required to RC it for full routes. This is only recommended when the route will kill, as their low Proration and high RISC Loss make them not worth spending Tension on for damage.

Due to its high Initial Decay, you will have to immediately cancel into c.S > 623H for a full combo midscreen. In the corner, a 2H > 623H cancel is available for better damage and Blood cost. Fast RC is preferable due to lower Tension cost and penalty, but Slow RC makes these combos significantly easier.

623P50% Proration, 25 Decay, 2500 RISC Loss
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Bite doesn't have any meterless extensions, unless you use something like BombGGST Faust Bomb.pngGuardAllStartup68 to Land, 143 After LandingRecoveryAdvantage-. Otherwise, you're required to RC it for full routes. This is only recommended when the route will kill, as its low Proration and high RISC Loss makes it not worth spending Tension on for damage.

Due to its high Initial Decay, you will have to immediately cancel into c.S > 623H for a full combo midscreen. In the corner, a 2H > 623H cancel is available for better damage and Blood cost. Fast RC is preferable due to lower Tension cost and penalty, but Slow RC makes these combos significantly easier.

j.6D or j.4D50% Proration, 25 Decay, 2500 RISC Loss
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Air Throw always enables OTG 6K. Due to this, RCing is rarely worth it, save for when you can kill with it.

However, when you do RC it, you can Fast 66RRC~j.H (whiff) and pick up with c.S > 2H for some very respectable corner carry due Air Throw's high initial launch height. In the corner, it's possible to Fast RRC into a j.D Wall Bounce and get some of the most stylish (and difficult) routes Nagoriuki has to offer.

632146S100% Proration, 25 Decay, 1000 RISC Loss
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Gives you a meterless follow-up on a Shallow Hit into f.SSS anywhere and 623H > 236K > c.S at close range if you're willing to spend the Blood.

Full Hit Wasureyuki > RC deals insane unscaled damage, but combos from it are hard since you need to manually time a c.S pickup on a target rapidly falling high in the air. Do try to learn them though, as a full combo can easily kill anyone under 70% health.

Launchers

623H > 236K


(starter) > 623H > 236K > (...)
A versatile launcher that lets you go in a lot of different directions depending on your Blood level and your starter, this is your staple way to convert pokes and abare into full wall carrying and wall breaking combos. Try to pick up with c.S afterwards given its excellent available Gatlings and high juggle. 623H's biggest issue is that it doesn't have enough range to convert from tip-range of your pokes like 5K and 2S.

214H > 623H > 236K


(starter) > 214H > 623H > 236K > (...)
The only way to get a Wall Splat from 2S and 5K at tip-range. It's a more committal but higher damage string that can get you into trouble if your enemy decides to burst. Carefully consider your Blood level and the enemy's burst before committing to this one. Given its high Blood cost, you'll often want to end these routes with Blood draining enders like f.SSS or WasureyukiGGST Nagoriyuki Wasureyuki1-Hitbox.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39

236S > 236K


(starter) > 236S > 236K > (...)
Only really possible on certain high launching or high hitstun starters, like c.S or CH 5H. Starts you off with a lot of forward momentum and good wall carry going into the rest of your combo and can pickup from a distance. On distant CH 5H for example you can immediately go into this string and pick up into f.SSS. c.S is still your preferred pickup option where possible.

Fillers

c.S Extensions

2H > 236K > 623H > (236K)


(launch) > c.S > 2H > 236K > 623H > (236K) > (...)
Universal filler that works in any position. Pretty tricky to execute compared to the standard 623H extensions. 623HGGST Nagoriyuki Shizuriyuki1-Hitbox.pngGuardAllStartup11Recovery21Advantage-7 juggles slightly higher with lower forward momentum than 236SGGST Nagoriyuki Zarameyuki1-Hitbox.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 does, so route accordingly. Sometimes an extension is possible without an additional 236K after 623H, such as with BL3 f.S. This is highly depends on their current juggle height and combo decay.

2H > 236S > 236K


(near corner) > c.S > 2H > 236S > 236K > (...)
One of the best fillers in the corner which offers a solid amount of damage for reasonable Blood management due to 2H's Blood drain offsetting 236S's Blood cost. A good choice on more damaging starters like CH 214H. Downsides are that it is reliant on distance to corner - you have to route consciously around stage position using this string. It also deals more Wall Damage than c.S > 2H > 236K > 623H, making them Splat earlier.

5[D]


(very high launch) > c.S > 5[D] > (...)
Very high damage Bloodless filler which is usually used in the corner on high juggles. It is also possible, though a bit finicky, to use midscreen from CH 623H and 623HH. Due to the high blowback of 5[D] and certain characters' hitboxes in juggles, you may need to pick back up with 2K instead of c.S/5K before splatting with 6H.

5H > 623H > 236K


(in corner) > c.S > 5H > 623H > 236K > (...)
Your best option in the corner for filler. Only possible very early in certain high-juggling combos. The same Blood profile as c.S > 2H > 623H > 236K but for more damage and less Wall Damage, allowing more moves to connect before a Splat.

623H > 236K


(scaled launch) > c.S > 623H > 236K > (...)
The default filler after Roman Cancelling Throws and Wasureyuki. In less scaled routes, it's a suboptimal extender that nonetheless works in virtually every situation. Juggles high enough to almost always connect into a subsequent c.S pickup. Keep the Blood cost in mind - you can only do so many of these in a combo, particularly without offsetting Blood draining normals. It's very flexible but the poor Blood profile means that better filler is often available.

Other

c.S


(launch) > c.S > (...)
High damage, excellent Gatlings into H normals, and a good juggle. Don't use more than 2 in a combo or risk dropping the combo due to the same attack juggle penalty. Multiple c.S juggles are your baseline filler in the corner when trying to fill out a combo before you've built enough wall damage for a 6H Wall Splat.

5K


(launch) > 5K > (...)
Similar to c.S, with slightly worse damage and Gatlings. Importantly, it gatlings into 6H which is your preferred Wall Splat. Often used interchangably with c.S in corner juggles, but its very slightly higher juggle occasionally means you'll prefer 5K to c.S to avoid drops on tight links. Has the benefit of not being a proximity normal, so it sometimes allows pickups in post-236K situations where pressing S will give you f.S. This is Nago's only jump-cancellable normal but this functionality sees very little use outside of niche j.K > j.D wallbounce routes. When juggling in the corner, put a slight delay between your 5Ks while holding [4] to OS enemies attempting to burst on 5K's hitstop.

Shizu Loops


(starter) > (214H) > 623HH > (214H > 623H)xN > (...)
Used against low-life opponents without Burst. Very flashy and high damage but incredibly weak to enemy Burst given the very high Blood cost. Only possible on higher juggles, since 623HH won't ground bounce high enough for 214H to pickup on prorated routes. This is absolutely not a recommended string for beginners. The most common situation on these routes is Blood Rage, and most routes involving this string are trying to either intentionally combo into that Blood pop or land a Kara Wasureyuki and kill their opponent before that happens.

Enders

f.SSS


(...) > f.SSS
The main benefits of this ender are good wall carry, a tumble into a hard knockdown for Oki, and Blood drain of -1.3 Blood bars. A great way to drain Blood and put yourself in a position to continue pressure with your opponent now much closer to the corner than they were when you started. The tumble into Hard Knockdown means you are almost always advantaged enough to 236K meaty c.S after ending this way. You'll just have to time it yourself, given the variable advantage depending on the combo's scaling and how high your enemy was when they got hit by it. Of note: the second hit of the chain, f.SS, is a very common burst point for enemies who want to deny you the HKD and high Blood drain of the third hit, particularly considering that you need to spend further Blood to cancel from this point. When you're close to your enemy and they burst in this way, the forward momentum from f.SSS may cause you to switch sides with your opponent during Burst startup, bursting you into the corner and putting you at significant disadvantage. Do your best to space further away from your opponent in combos that you intend to end with f.SSS to avoid this.

6H


(...) > 6H
6H grants HKD on any hit, meaning that you can get a meaty c.S after ending a combo with 6H. There is a tradeoff, since while 6H deals more damage, 6H only reduces blood by -57.6, while f.SSS reduces by -115.2. 6H is a great way to get a HKD without having to use 623H or 214H.

Wasureyuki (632146S)


(...) > 632146S
Big damage and Blood drain makes this a great choice for an ender, particularly when you're close enough to the wall to get a super wallbreak for a hard knockdown and Positive Bonus. You shouldn't always do this when you have meter, but it's a very strong option to control the Blood gauge and pump your damage up. Can be kara special cancelled into from any of Nago's special moves with the string 632146K~S

214H > OTG 6K/2SGrants knockdown where most characters wouldn't be able to.


(starter) > 214H > OTG 6K/2S
Staple low Blood commitment way to convert pokes like 2S or 5K at tip-range into a knockdown with OTG 6K or 2S. Unless you use OTG 6H, in which case you give up oki, this ender doesn't drain any blood, so should be reserved for when you don't have any other choices.

Wall Splat


The most common Wall Splat moves are:

  • 623HH (100 damage)
  • 6H (70-90 damage)
  • 5H (60-70 damage)
  • 2H (50-60 damage)
  • f.SSS (25-35 damage)

6H is among one of the best moves to splat with, considering its high damage, Blood drain and how easy it is to route into it. Use this whenever you can.

In terms of pure damage, 623HH is your best Wall Splat damage-wise, but costs 90 Blood to use. It is also somewhat inconsistent, as it is difficult to route in a way that splats exactly on 623HH, and not before or later.

While f.SSS has low damage, its very easy to route into from the middle of the screen with most combos being able to splat with 623H > 236K > c.S > f.SSS. The Blood drain is also not negligible, being the third best move to drain Blood with.

Wall Break


The most common Wall Break moves are:

  • 632146S (151 damage)
  • 6H (70-90 damage)
  • 5H (60-70 damage)
  • 2H (50-60 damage)
  • 236D/[D] (30-50 damage)

If you have 50% Tension, breaking the wall with WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 is always optimal because of many properties. It has high damage, crushes gutsBecause Wasureyuki has so many hits, it still causes a lot of damage even if max scaling is reached., causes the most Blood drain, and grants HKD after the Wall Break. The positives are numerous and the drawbacks are few.

Wild AssaultGGST Nagoriyuki 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7 is an excellent Wall Break tool, as it has the added benefit of granting HKD after the Wall Break. Because returning to neutral after Wall Break is not always ideal, Wild Assault shines as an alternative to H normals if you don't have 50% Tension. It does cost 50% Burst, but you regain a considerable amount of it because of Positive Bonus A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall.. Almost every move in Nagoriyuki's toolkit allows him to wall break with 236[D]. There are three exceptions to this, as wall splatting with 623HHGGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-16 requires a Fukyo cancel into CWA, 6H only allows Uncharged Wild Assault, and f.SSS does not let him wall break with WA at all.

H normals serve as the best Wall Break tools that doesn't cost any resources. Depending on range, the best normal is 6H>5H>2H. You return to neutral after the Wall Break, but H normals have good damage and drains Blood on hit.

f.SSS has low damage, doesn't grant HKD and drains the same amount of blood as 2 H normals. Only reason you would ever Wall Break with this is if you splat with f.SS, and even then, only if you don't have the resources to break with 632146S or 236[D].

If you Wall Splat with 6H and is out of range to hit a clean hit super, you have to do Kara Wasureyuki (achievable with 236[K]32146S) to hit in time.

Advanced Theory

Damage vs Blood Gain


Unlike other characters, Nago's "optimal" combos aren't just based on damage. They're also based on how much Blood you're willing to spend (or, more often, how much you're trying to save). There's a lot of math that goes around how much each move adds or subtracts and the individual numbers are listed on the overview page, but for playing Nago you're better off having a rough idea of how much each route will add or subtract. To use some simple BnBs as an example.

Starter > 214H > 2S (OTG) > 236K builds almost one and a half bars of Blood.

Starter > 214H > 623H > 236K > c.S/5K > 6H, 236K builds roughly 2 and 1/5th of a bar.

The former is clearly better if you're at 1 bar of Blood. You can also stick to a simpler route at lvl 1 like 5K > 6H, 236K which builds no Blood whatsoever since the 6H mitigates all of the cost of 236K.

The f.SS Trade-Off


The first two hits of Nagoriyuki's Far Slash chain (f.SS) offers good wall carry for little Blood, a generous window to hitconfirm since f.SS offers many safe cancel options on block, and must be used to get to the very Blood draining third far slash hit f.SSS. All of these reasons might make it a superficially appealing option when routing, particularly out of c.S , where all that is required is to press S repeatedly and still have a generous hitconfirm window.

f.SS does have one main downside, however: damage. Not only do all the hits of f.SSS do much less damage than Nagoriyuki's other options for routing combos, but the second hit of the chain in particular scales as an additional hit in combos. This means that after performing f.SS, every hit subsequent move will be scaled extra and deal less damage.

f.SS thus offers a tradeoff - on the one hand, you can hitconfirm much more easily into 623H > 236K when performing a string like  c.S > f.SS and it will provide you with a good amount of wall carry. On the other hand, if you choose to go for a longer combo, you'll not only be wasting several low-scaled hits on the low-base damage far Slash chain but also scaling your combo extra, meaning subsequent hits will do significantly less damage than they would if you had chosen a more difficult hitconfirm or alternate route. The extra scaling on f.SS also results in exceptionally poor damage when opting for a roman cancel extension after landing all 3 hits of f.SSS.

This is not to say that extending with f.SS is always incorrect - the string offers plenty of upside in the form of meterless wall carry and you have to go through it to get into the very high blood drain and hard knockdown of f.SSS. But advanced Nagoriyukis are advised to practice better hitconfirms. For example instead of doing:

c.S > f.SS > 623H > 236K

Try:

c.S > 2H > 236K > 623H > 236K

2H > 236K offers not just better damage and scaling, but also more wall carry while costing exactly as much Blood (+1.2 bars).

Consider whether it is really worth the meter/Blood to roman cancel extend a route after f.SSS, or extend a route with 623H > 236K after f.SS. Your goal as Nagoriyuki is to conserve and utilize your resources effectively. It's worth asking yourself if burning that extra Blood or meter to deal a little extra damage after scaling your combo heavily with f.SS is worth it when you could instead simply end your combo with f.SSS. f.SS already gives a lot of Blood drain, corner carry and excellent okizeme. If you find yourself routing into f.SS with a combo that you could opt to extend, ask yourself: Is it worth just ending in f.SSS and saving your meter and Blood for neutral, pressure or less scaled combos?

Damage-for-Blood Optimisations


When optimising routes, the goal is to maximise damage while minimising Blood Gain. Unfortunately, these 2 objectives are often contradictory in nature, as Special moves both provide a lot of damage while enabling to extend combos further, with the drawback of raising Blood significantly. On the other hand, most of Nago's normals deal less damage and don't have as much utility.

H normals, however, are an exception to this rule. They are some of your most damaging moves while also draining Bloodinstead of raising it. This means it is best to fit as many H normals in your combos as possible because of their excellent damage-to-Blood ratios.

The main issue with utilising them are their slow speed and limited juggles after. The former issue is usually solved by using them from a c.S gatling, which provides enough juggle time for them to connect. The latter one is managed in multiple different ways, such as Fukyo cancels, being close to the Wall, or CH/RC slowdown.

Let's examine each H normal one-by-one:

2H50, 55, 60 Damage
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Of these three, 2H is the one that will be used the most often by far. It deals the least damage (still very high for a normal), but knocks very high into the air, making connecting a Fukyo cancelled special trivially easy anywhere on the screen.

2H236K > 623H is your most versatile combo filler because of its excellent damage-to-Blood ratio, wall carry, and high launch. Whenever possible, you want to route your combos into this filler, which is usually done through the c.S > 2H Gatling. If your opponent is high enough, 236K > 5K extensions are possible for even more Blood efficiency.

2H should be your Bread-and-Butter H normal for midscreen combos. Use it anywhere you can fit it into your route.

5H60, 65, 70 Damage
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5H is in the middle of the pack in terms of damage. It is only usable in the corner, as it is not possible to connect after a Fukyo cancelled special due to its low launch height.

5H deals the least Wall Damage out of all H normals, which allows you to fit more moves into a route before a Wall Splat. Use 5H instead of 2H near the Wall for optimal low launch routes.

6H70, 80, 90 Damage
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6H is Nagoriyuki's highest damage normal, dealing an absurd 90 damage at Blood Level 3. However, since it lacks special cancels, this move is exclusively an ender unless it CHs at the right spacing. Despite all these restrictions, 6H isn't that bad considering its a high damage, blood reducing move that causes HKD on hit, even in the air. You can use a Roman Cancel to extend, but your meter is probably best used elsewhere outside closing rounds. 6H is a good idea when used to Wall Splat and Wall Break.

Optimising for Tension Gain

Tension Gain per Move
Move Tension Gain on Hit Input Tension
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 7% 1.5%
623HH (both hits)GGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-16 6.5% 1.5%
Grounded Level 4 Normalsc.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3, f.SSSGGST Nagoriyuki fS3.pngGuardAllStartup14Recovery35Advantage-22, 5[D]GGST Nagoriyuki 5D.pngGuardHighStartup28Recovery26Advantage-10, 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14, 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17, 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 7% 0%
236SGGST Nagoriyuki Zarameyuki2.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 5% 1%
Grounded Level 2 Normals5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2, f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17, f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8, 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11, 5DGGST Nagoriyuki 5D.pngGuardHighStartup20Recovery26Advantage-15, 2DGGST Nagoriyuki 2D.pngGuardLowStartup12Recovery18Advantage-7, 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6, 6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2 5% 0%
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 3% 1.5%
Grounded Level 1 Normals5PGGST Nagoriyuki 5P.pngGuardAllStartup5Recovery9Advantage0, 2PGGST Nagoriyuki 2P.pngGuardAllStartup6Recovery11Advantage-2, 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 4% 0%
j.HGGST Nagoriyuki jH.pngGuardHighStartup16Recovery23AdvantageN/A and j.DGGST Nagoriyuki jD.pngGuardHighStartup15Recovery20AdvantageN/A 3% 0%
j.SGGST Nagoriyuki jS.pngGuardHighStartup13Recovery20AdvantageN/A 2.5% 0%
j.KGGST Nagoriyuki jK.pngGuardHighStartup7Recovery19AdvantageN/A 2% 0%
j.PGGST Nagoriyuki jP.pngGuardHighStartup7Recovery12AdvantageN/A 1.5% 0%
236K and 214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A N/A 0.5%
Note: Input Tension is not affected by Combo Decay, meaning Specials provide significant Tension Gain over Normals in heavily scaled routes

Tension Gain is an important factor in Nagoriyuki's Combo Theory because of WasureyukiGGST Nagoriyuki Wasureyuki2.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39's great Damage and Blood Drain. A route that can end with Wasureyuki as a combo ender will both deal more Damage and have a better Blood profile afterwards, provided it doesn't kill the opponent outright.

The best moves for maximising Nago's Tension Gain during a combo are his Specials and Level 4 Normals (mainly c.S, 5[D] and H normals). This is good, as these moves generally also align with Nago's best Damage routes, meaning you generally don't have to choose between Tension Gain and Damage in most of Nago's combos.

This choice only comes up in a few key points:

c.S vs 5K7% vs 5%


They have almost identical launch properties, making them interchangeable in combos. However, c.S gives 40% more Tension on hit over 5K.

Use c.S when you don't have to worry about the opponent's Burst and are not hitting the 3-hit juggle limit on it.

214H vs 623H8.5% vs 4.5%
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214H has the best Tension Gain out of any of Nago's moves, while 623H has an unusually poor Tension Gain due to its multihit property (gives half of a Level 3's Tension). This means Beyblade almost double as much Tension Gain over DP. However, 214H has much worse launch properties in combos, meaning the overall difference in Tension Gain when accounting for the rest of the route with 623H in it, will be lower than it seems.

In situations where you can replace DP with Beyblade, such as when the next move will Wall Splat the opponent, go for 214H.

236S > 236K vs 236K > 623H6.5% vs 5%
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In the corner, either string works as a combo extender after 2H. While 236S > 236K does deals more Wall Damage, it builds 30% more Tension than 236K > 623H. The Wall Damage part is relevant to Tension Gain when 236S > 236K > c.S would Wall Splat the opponent. In such cases, 236K > 623H > c.S > 6H is better for Tension.

Use Clone > Fukyo when the Wall's health allows for it.

j.K, j.S, j.D2%, 2.5%, 3%
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Due to the fact that Air Normals have half as much Tension Gain over Grounded Normals, pretty much any combo that involves routing into the air will have abysmal Tension Gain over a grounded route. This fact is much less relevant after a Roman Cancel, since its Tension Penalty reduces Tension Gain by 90%, the difference between Air and Ground routes becomes negligible.

If you want to minimise Tension Gain loss from air route, use them after a Roman Cancel, such with 88RRC > j.D.

214H > 623H > 214H vs 214H > 623HH21% vs 16.5%
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This one is expanding on the 214H vs 623H topic, but in the context of Shizu Loops.

Time is of essence during a Shizu Loop, and while executing it, you have a choice between maximising Damage or Tension Gain. 214H > 623H > 214H and 214H > 623HH take roughly the same amount of time to do, but the former filler gains significantly more Tension due to the presence of 2 Beyblades, while the latter deals more Damage due to 623HH being your highest Damage non-Overdrive move.

The goal of a Shizu Loop is generally to have enough Tension by the time you Wall Splat the opponent to either do a Kara Wasureyuki for a lethal kill, or save it for a 3-way mixup between 2S, j.H, and Throw. Optimal Shizu Loops routes involve quickly recognising if you need to prioritise Tension Gain or if you can afford to route for Damage at the start of a Shizu Loop.

Kara Wasureyuki


Kara Wasureyuki allows you to extend combos for free at high Blood.

Kara Wasureyuki (632146K~S or 632146H~S) is a technique that allows Nago to cancel specials directly into Wasureyuki. This ability significantly increases Nago's damage potential at high Blood.

Let's examine CH 5H as an example. A tip range CH 5H usually only gives you 236K > OTG 5H > 236K for decent oki and negligible Blood drain.

But with kara Wasureyuki, it's possible to do 236K > 214H > 632146K~S for much more damage and Blood drain. The most significant thing, however, is that this combo is available even when you're 1 point away from Blood Rage. The Blood drain from Wasureyuki ticks at the same rate as 1 Blood special, meaning you cannot Blood Rage with a single special.



Common Kara Wasureyuki Setups

-2.1 Net Blood Bars
Medium
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(...) > 2H > 236K > 632146H~S
The least Blood-costly way to route into kara Wasureyuki, it should most commonly be used after a very Blood-intensive route, such as 214H > 623H > 236K > c.S when you're near the Wall, but need that extra bit of corner carry from 2H.

This is also the easiest kara Wasureyuki to execute, given 2H's large hitstop and launch time, and 236K's lenient cancel window (any time after Frame 13).

-1.2 Net Blood Bars
Very Hard
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(...) > 2H > 236K > 214H > 632146K~S
Kara Wasureyuki with the most corner carry, but suffers from a high execution barrier.

This kW can Wall Break from the opposite corner on a good route. However, it does require multiple quick and precise inputs to work. First, an early Fukyo-cancelled 214H, then a fast kW input while 214H is travelling, but not too fast, or you will cancel during Beyblade's hitstop.

This is an extremely high-reward, high-execution route that will improve your combo game immensely, but will require a lot of practice to nail down.

-1.2 Net Blood Bars
Hard
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(...) > 2H > 236K > 623HH > 632146H~S
A corner variation of the previous route for when you don't need the Wall carry.

623HH scales like a single 100 Damage hit, thus making this kara Wasureyuki route the highest Blood-to-Damage one of the bunch. Very useful as an efficient Burst or reversal punish in the corner. The double hits of 623HH give much more time than 214H to input kW while your other hand is pressing H twice.

An extreme-reward, mildly hard route that is worth learning for its Damage and style factor.

+0.5 Net Blood Bars with f.SSS extension
Hard
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(...) > 214H > 623HH > 632146H~S
The pushback from this route usually results in a Shallow Hit Wasureyuki, giving you a f.SSS midscreen or 6H corner extensions afterwards.

Amplifies reward from pokes such as 5K or 2S immensely, giving you lethal Damage from higher health thresholds. Also good for 100 Tension routes in the corner that allow to connect 632146S (shallow) > 6H WS > 236K > 632146S for maximum Damage.

Supercharge your Damage from small pokes by large margin with this kW route.

-0.1 Net Blood Bars
Very Hard
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(...) > 623HH > 214H > 632146K~S
Possibly the hardest kara Wasureyuki route, but the most rewarding in terms of Damage and consistency.

This extension almost guarantees a full Wasureyuki hit from any hit you can imagine, with the addition of a Wall Break near the corner. You will need dexterous hands, however, as it requires tight execution while giving an almost guaranteed Blood Rage in case of a failure.

The ultimate kara Wasureyuki for an aspiring Nagoriyuki player to land in a real match. If you do, be sure to post the clip in Nagoriyuki's Discord server for everyone to appreciate.

Hard
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(...) > 6H WS > 236K > 632146H~S
This is more difficult (and useful) in practice than it might seem on paper. After some wallsplats with 6H, you are left at such a range that using 632146S will result in a shallow hit instead of a full connect. After most buttons, you could simply 236K and link 632146S, but due to 6H's lack of special cancel and long recovery, you don't have the frame advantage for this. This application of Kara Wasureyuki aims to solve this and guarantee Wasureyuki wallbreaks from almost any wallsplat Nagoriyuki can get.

In terms of execution, the difficult part of this comes from the strictness of the timing rather than the inputs themselves. You will have to link 236K on the first possible frame, and kara into 632146S on or near the first possible frame too. Wait for Nagoriyuki to flip his sword and hit it with his fist to input 236K, as this indicates the end of 6H recovery. There is a total of ~3 frames of leniency across the whole sequence, so this will take some practice, but it's by no means inconsistent.

Tips on the Input

The S button can be input on the same frame as the K/H buttons, 1 frame after, or 2 frames after, making it a 3 frame window in total to plink them.

The 214 motion is stored for 9 frames, so you can plink 6(K/H)~S within 9 frames of inputting 63214.

kara Wasureyuki cannot be performed during hitstop, the game will simply buffer a 214K or 214H. This means you do not want to do kW too fast, or your inputs will simply get eaten.

Luckily, both 214H and 623HH have relatively lenient windows during which a full connect into Super is possible. Do not rush it.

A 63214(K/H)~6S input is technically possible but much more strict, since you will have to go from 4+K to 6+S in 2 frames. Not recommended.

It is even possible to plink from 623H, using an input such as 6321463H~S, although this should only be done from 214H if for whatever reason plinking H is easier than plinking K for you, as it's otherwise the most difficult way to kara with the smallest window.

Kara Wasureyuki is typically represented as 632146K~S in notation, using back Fukyo as the cancelled move, but any input that contains both the minimum super input (6246S or 63146S) and a Super-cancellable special move within the required timeframe is viable. For example, the input 624236S contains both 6246S and 236S, and thus performs kW. Note: When performing kara Wasureyuki from 236S, only one S input is required.

With these explanations out of the way, here are some reasons why a kara Wasureyuki may not have come out:

  • You didn't perform the motion correctly
  • You pressed S before K/H
  • You pressed S more than 2 frames after K/H
  • You plinked before finishing the motion
  • You plinked too late after finishing the motion
  • You plinked during hitstop

In conclusion, kara Wasureyuki is recommended only to players who have already gotten very comfortable with Nago's general combo theory and want to push it to the next level.

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