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
  1. 214H Knockdowns (A must learn set of combos!)
  2. Low Kick/Blood Conservation Combo
  3. Blood Gauge Reduction/Poke Combo (Another must learn!)
  4. High Blood BNB Combo
  5. Basic Anti-Air Combo

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


All the combos that are contained 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 6H > 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 Kick ComboAdaptable and easy to use.
Easy

5K > 214H > 236K > OTG 6H > 236K
An easy way to convert from 5K, a top-class normal.

Quite rewarding for a combo starting from a normal with as much speed and range as 5K.

Mid Range Poke Combo
Very Easy

2S > 214H > 236K > OTG 6H > 236K
This combo is a good way to convert from a mid ranged poke that only slightly increases the Blood Gauge. Both rewarding and easy, it will see a lot of use due to starting from two very good poke attacks. The wall carry is also good.

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


CH 6P > 214H, OTG 6H > 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 6H > 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, 6H might not reach when at a low Blood level.


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


(BL3) 2S > 5H > 236K
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 236K 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 6H/5H > (236K)
A lot of Damage in few hits and negative total Blood. Far hit CH 5H will usually be too far away for OTG 6H, do OTG 5H instead.


High Blood Corner Combo
Very Easy


(CH or BL3) 2S > 5H > 214H > OTG 6H > (236K)
The Blood Drain from landing two H normals makes this route safe to use even at very high Blood, especially if you don't 236K after OTG 6H.


Standard Anti-Air Combo
Medium


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


Midscreen CH 2H Combo
Medium


CH 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H
High corner carry into a Wall Break . This CH 2H route works both as a ground and an anti-air combo, though a bit tight against grounded Heavyweights.


Corner CH 2H Combo
Medium


CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 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 Combo
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 6H > (236K)
Nagoriyuki’s air throw can combo into OTG 6H, 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.


Punch Starters

5P and 2P are interchangeable as starters

5P
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P > 6P > 214H > (236K) > OTG 6H > (236K) Any 105 Everyone [1] Very Easy Net Blood Gain: +0.3 (+0.7)
At longer ranges or lower BLs, 236K after 214H is required for OTG 6H to connect.
6P has to be omitted for long range punishes, like  Leo's 236SGGST Leo Whitefang Kaltes Gestober Erst.pngGuardAllStartup12Recovery20Advantage-6
YT 1.24
(Cr or CH) 5P > 6K > 214H > OTG 6H > (236K) Any 106 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
Crouch or Counter-Hit only combo.
TBD 1.24
(BL3+Cr or CH) 5P > 6H > (236K) Any 84 Everyone [1] Very Easy Net Blood Gain: -0.6 (-0.2)
Crouch in BL3 or Counter-Hit only combo.
TBD 1.24
5P > 6P > 623H > 236K, c.S > f.SSS > WS 6H Midscreen 109 Everyone [3] Medium Net Blood Gain: ±0.0 (-0.5 with 6H)
Wall Splats in corner.
YT 1.24
CH 5P > c.S/5K/2K... Any Depends Everyone [3] Medium 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. TBD 1.24
5P > 6P > 214H > 632146K~S Any 109 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)
1.24
AA 5P > 5K > f.SSS Any 78 Everyone [2] Easy Net Blood Gain: -1.3
Basic anti-air 5P conversion for Blood drain and a hard KD. 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 1.24
AA 5P > c.S > 2H > 236K > 214H > 6H > (236K) Any 126 Everyone [3] Medium Net Blood Gain: +0.2 (+0.6)
Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD.
YT 1.24
AA 5P > c.S > 2H > 236K > dl.623H > 236K > c.S > f.SSS Any 130 Everyone [4] Hard Net Blood Gain: -0.1
Wallbreak version of above. Delay the cancel into 623H for it to reach.
YT 1.24
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's high gravity scaling doesn't allow for a 6H OTG on a regular hit into 214H.
YT 1.24
6P > 623H > OTG 6H > (236K) Any 115 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
A microwalk after 623H is required at further ranges.
YT 1.24
CH 6P > 214H > OTG 6H > (236K) Any 122 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
OTG 6H does not connect with 214H > 236K > 6H, which means this combo is only possible at closer range or higher BLs.
YT 1.24
CH 6P > 236S > 236K > (c.S) > f.SSS Any 130 Everyone [2] Easy Net Blood Gain: ±0.0
Longest-range CH 6P route. Places them right against the wall from round start distance.
YT 1.24
CH 6P > 623H > 236K, c.S > f.SSS Any 130 Everyone [2] Easy Net Blood Gain: ±0.0
Closer-range 6P conversion. Damage is identical to the route above but easier to confirm into, and 623H connects even on a regular hit.
1.24
(BL2+) CH 6P > 623H > f.SSS Any 119 Everyone [2] Easy Net Blood Gain: -0.4
Saves an extra Fukyo worth of Blood.
YT 1.24
CH AA 6P > 236K > OTG 6H > (236K) Any 91 Everyone [2] Easy Net Blood Gain: -0.1 (+0.3)
CH air hit 6P can combo directly into OTG 6H.
YT 1.24
(BL2+) CH AA 6P > f.SSS Any 94 Everyone [2] Easy Net Blood Gain: -1.3
Saves a lot of Blood in exchange for damage.
YT 1.24

Kick Starters

5K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 214H > 623H > 236K > c.S > f.SSS WS > 6H Roundstart 197 Everyone [3] Medium Net Blood Gain: +0.4
Nago's dreaded roundstart 5K into wall break combo. Buffer 214H behind 5K for an auto-confirm.
YT 1.24
5K > 214H > (236K), OTG 6H > (236K) Any 133 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
6K does not connect at 5K's tip range, omit in such cases.
At longer ranges or lower BLs, 236K after 214H is required for OTG 6H to connect.
YT 1.24
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 138 Everyone [3] Medium Net Blood Gain: ±0.0 (-0.5 with 6H)
Can side switch after 236K if close enough, hold 4 to stay same side. Wall Splats in corner. 6H will whiff with no Blood Levels.
YT 1.24
(BL2+/Cr/CH) 5K > 6H > (236K) Any 88 Everyone [1] Very Easy Net Blood Gain: -0.6 (-0.2)
Very basic, but essential high Blood 5K combo. Good damage and oki despite being only 2 hits. Frequently Roman Cancelled for extensions (see below).
TBD 1.24
CH 5K > c.S/5K/2K... Any Depends Everyone [3] Medium Counter-Hit 5K into a c.S/5K/2K route with 5 more Initial Decay on c.S and 5K. Simply put, they will fall slightly faster, so route accordingly. TBD 1.24
(BL3) Cr CH 5K > 2S > 5H > (236K) Any 115 Everyone [1] Very Easy Net Blood Gain: -0.6 (-0.2)
BL3 crouch and counter-hit combo. Usually done on accident as part of a blockstring.
TBD 1.24
(BL3) Cr CH 5K > 2S > 5H > 214H > OTG 6H > (236K) Corner 182 Everyone [2] Easy Net Blood Gain: -0.3 (+0.1)
Corner extension of route above. Peaks very low, making it safe to use even close to Blood Rage.
TBD 1.24
(BL2+/Cr/CH) 5K > 6H > 66RRC > 5[D] > 5K > f.SSS Any 183 Everyone [3] Medium Net Blood Gain: -1.9
Great 5K > 6H extension for a lot of Blood drain and decent damage.
YT 1.24
(BL2+/Cr/CH) 5K > 6H > 66RRC > 5[D] > 2S > 623H > 236K > c.S > f.SSS WS 6H Midscreen 242 Everyone [3] Medium Net Blood Gain: -1.2
Wallbreak version for more Blood.
YT 1.24
(BL2+/Cr/CH) 5K > 6H > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H Midscreen 252 Everyone [4] Hard Net Blood Gain: +0.3
Burst-safe RC route, fairly Blood-intensive, however (1.5 Peak Blood Gain).
YT 1.24
5K > 6K > 214H > 632146K~S Any 214 (with WB) 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)
1.24
2K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 2D > OTG 6H > (236K) Any 80 Everyone [1] Very Easy Net Blood Gain: -0.6 (-0.2)
6H may whiff without Blood Levels at max distance.
YT 1.24
2K > 6P > 214H > OTG 6H > (236K) Any 102 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
Same as combo above, but need to 214H for a knockdown.
TBD 1.24
(Cr or CH) 2K > 6K > 214H > OTG 6H > (236K) Any 102 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
Crouch or Counter-Hit only combo. Press 3K > 6K to avoid accidentally inputting 236K.
TBD 1.24
(BL3+Cr or CH) 2K > 6H > (236K) Any 80 Everyone [2] Easy Net Blood Gain: -0.6 (-0.2)
Crouch in BL3 or Counter-Hit only combo.
TBD 1.24
2K > 2D/6P > 623H > 236K > c.S > f.SSS WS 6H Midscreen 151 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 a lot of Blood on, unless you really want to break the wall.
YT 1.24
(OTG 6H > 236K) > 2K > 5P > 6P > 623H > 236K > c.S > f.SSS WS 6H Midscreen 144 Everyone [4] Hard Net Blood Gain: +0.4
Meaty 2K after OTG 6H > 236K is +5 on hit, allowing a 5P link to combo.
TBD 1.24
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. TBD 1.24
6K
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6K > 5K > 214H > OTG 6H > (236K) Any 136 Everyone [2] Easy Net Blood Gain: +0.3 (+0.8)
CH 6K's Stagger state allows you to link 5K and c.S for conversions.
YT 1.24
CH 6K > 5K > (6K) > 623H > 236K > c.S > f.SSS WS > 5K Midscreen 179 Everyone [3] Medium Net Blood Gain: ±0.0
Omit the second 6K  at farther ranges.
YT 1.24
CH 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H Corner 223 Everyone [3] Medium Net Blood Gain: -0.4
You have enough time to link a microwalk c.S at farther ranges.
YT 1.24
CH 6K > (236K), 623P Any 100 Everyone [2] Easy Net Blood Gain: -2.8
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 1.24

Slash Starters

c.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 5K > 236S > 236K > 5K > f.SSS > WS 6H Midscreen 199 Everyone [3] Medium 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 1.24
(BL2+) c.S > 5K > f.SSS Any 121 Everyone [1] Very 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.
YT 1.24
c.S > 2H > 236K > 214H > 6H > (236K) Any 164 Everyone [3] Medium Net Blood Gain: +0.1 (+0.6)
Short, high damage route from a c.S > 2H gatling with good corner and oki.
YT 1.24
c.S > 2H > 236K > 623H > 236K > c.S > f.SSS Any 167 Everyone [3] Medium Net Blood Gain: -0.1
Damaging and Blood efficient combo for corner-to-corner carry.
YT 1.24
(BL2+) c.S > 6H > 66RRC > c.S , 5[D] , 5K > 6H WS, 6H Corner 244 Everyone [3] Medium Net Blood Gain: -1.7
Bloodless corner combo, doesn't work with 0 Blood. End with 5H if your Blood gauge drains below 1 bar during the combo.
YT 1.24
c.S > 2H > 236S > 236K, c.S, c.S > 6H WS, 6H Corner 241 Everyone [3] Medium Net Blood Gain: -0.4
High damage and low Blood cost.
YT 1.24
c.S > f.SS , c.S > f.SS WS , 6H Corner 165 Everyone [3] Medium Net Blood Gain: -0.9
Good conversion into wallsplat when near BR or if trying to maintain low BL.
YT 1.24
c.S > f.SS , c.S , 5K > 6H WS , 5H Corner 187 CH,FA,IN,KY,LE
NA,PO,GO,HA
[3] Medium Net Blood Gain: -1.3
Like the above but a bit more damage and Blood reduction against certain characters.
YT 1.24
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, good Blood management. The 5K before WS can be omitted for slightly lower damage.
YT 1.24
236K*, CH c.S, microwalk c.S > dl f.SS, 5K > 6H WS, 6H Near Corner 201 Everyone [3] Medium Net Blood Gain: -1.2
*Sliding momentum from 236K is required to be in range for the second c.S
YT 1.24
CH c.S > 2H > 236K, 5K > 623H > 236K, (2K,) c.S > f.SSS Back in Corner 182 Everyone [4] Hard Net Blood Gain: -0.1
Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K.
YT 1.24
CH c.S > 6K (whiff) > 5P > 623H > 236K > c.S > f.SSS Any 182 (on Sol) Everyone [4] Hard Net Blood Gain: ±0.0
6K whiffs after CH c.S on most characters, but it's still possible to pick up the opponent afterwards with 5P.
YT 1.24
CH c.S > 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H Corner 242 Heavyweights and Ky [3] Medium Net Blood Gain: -0.4
Big Body and Ky (for some reason) combo.
YT 1.24
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H Corner 253 Everyone [3] Medium Net Blood Gain: -0.4
This is a universal version but there are a good amount of optimizations you can make after the 5[D] depending on weight class and Blood level. e.g. at BL3+ against non-heavyweights you can end with 5[D], c.S, 5K > 6H WS, 6H (272 dmg).
YT 1.24
CH c.S > 6H > 623H > 236K , 5K, c.S > f.SSS WS, 6H Midscreen 193 Everyone [3] Medium Net Blood Gain: -1.1
Blood-efficient route from a c.S > 6H gatling.
YT 1.24
CH c.S > 6H > 623H > 236K , c.S > 5H > 623HH WS, 2H Corner 272 Everyone [4] Hard Net Blood Gain: +0.5
Optimal route from a corner CH c.S at full wall health.
YT 1.24
(BL3) CH c.S > 6H > 623H > f.SSS Any 201 Everyone [3] Medium Net Blood Gain: -1.0
Great damage and Blood drain in one package. This route almost does not peak any Blood, making you unlikely to pop.
YT 1.24
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H Back in Corner 250 Everyone [3] Medium Net Blood Gain: +0.9
Useful throw whiff punish when cornered.
YT 1.24
CH c.S > dl.623H > 236K > c.S > 2H > 236K > 5K > c.S > 6H > WS 6H Back in Corner 245 Everyone [5] Very Hard Net Blood Gain: ±0.0
Much harder but more Blood-efficient cousin of the previous route. Do not delay 623H on heavyweights.
YT 79520
(PC)
1.24
c.S (trade) > 2S > 214H > 236K > 6H > (236K) Any 153 Everyone [3] Medium Net Blood Gain: +0.7 (+1.1)
Simple conversion off a trade c.S at low Blood.
YT 1.24
c.S (trade) > 623H > 236K > c.S > f.SSS Any 146 Everyone [4] Hard Net Blood Gain: ±0.0
A touch harder conversion due to requiring a special input in a fairly small window after trade.
YT 1.24
(BL3) c.S (trade) > f.SSS Any 118 Everyone [2] Easy Net Blood Gain: -1.3
Easy Blood drain route off a high Blood c.S trade.
YT 1.24
2S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2S > 214H, OTG 6H > (236K) Any 114 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
You might to have use an additional 236K after 214H for OTG 6H depending on distance. BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.3 overall.
YT 1.24
2S > 214H > 623H > 236K > c.S > f.SSS WS, 6H Any 194 Everyone [3] Medium Net Blood Gain: +0.3
Wall break combo from round start 2S. Simple and effective.
YT 1.24
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
YT 1.24
CH 2S > 236K > 623H > c.S > f.SSS Any 128 Everyone [2] Easy Net Blood Gain: ±0.0
623H confirm from a buffered 2S > 236K
YT 1.24
CH 2S > 214H > 632146K~S Any 177 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)
1.24
(BL3 or CH) 2S > 5H > 214H > 632146K~S Corner 243 Everyone [5] Very Hard Net Blood Gain: -1.7
Kara Wasureyuki route. Best extension at high Blood.
YT 79518
(PC)
1.24
f.S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.SS > 214H > OTG 6H > (236K) Midscreen 104 Everyone [2] Easy Net Blood Gain: +0.3 (+0.7)
Oki ender at low Blood.
YT 1.24
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K Midscreen 149 Everyone [3] Medium Net Blood Gain: -0.7
Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S.
YT 1.24
(f.SS) S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.SS (blocked) CH f.SSS > OTG 6H > (236K) Any 81 Everyone [1] Very Easy Net Blood Gain: -1.8 (-1.3)
OTG 6H works at any Blood Level.
YT 1.24
f.SS (blocked) CH f.SSS > 2K > (214H) > 623H > 236K > c.S > c.S > 6H WS > 6H Corner 199 (209) Everyone [4] 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.
YT 1.24
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
A PRC route to take advantage of when the third hit of f.SSS connects as a frametrap after the second hit of f.SSS. Good at catching jumpouts and most backdashes. Possible on CH as well as non CH, only PRC timing changes.
YT 1.24
f.SS (blocked) f.SSS > 66RRC~2H > 236K > 623H > 236K > c.S > f.SSS Midscreen 140 Everyone [4] Hard Net Blood Gain: -1.3
Big damage, low Blood, full corner carry route for only 36% Tension. Beautiful. CH increases RRC window, making it easier to hitconfirm.
YT 1.24
f.SS (blocked) f.SSS > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS 6H Midscreen 208 Everyone [4] Hard Net Blood Gain: -0.3
Burst-safe RRC route that doesn't sacrifice damage for the safety.
YT 1.24
f.SS (blocked) f.SSS > 66RRC~5H > 623H > 236K > c.S > dl.5H > 623H > dl.H WS > 2H Corner 232 Everyone [4] Hard Net Blood Gain: -0.6
Melts their health. Delay the last 5H and the second hit of 623HH for the wallsplat to happen.
YT 1.24
f.SS (blocked) f.SSS > 88RRC > falling j.D > c.S > 6H > 623HH WS > 5H Corner 228 Everyone [4] Hard Net Blood Gain: -1.4
Your highest damage 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 1.24

Heavy Slash Starters

5H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H > 236K > OTG 5H/6H > (236K) Any 120 Everyone [1] Very Easy Net Blood Gain: -0.7 (-0.3)
Basic CH 5H conversion. Can do OTG 6H closer to the corner.
YT 1.24
CH 5H > 236K > 214H > OTG 6H > (236K) Any 176 (BL3) Everyone [2] Easy Net Blood Gain: +0.2 (+0.6)
Big corner carry for not that much Blood.
YT 1.24
CH 5H > 214H > 236K > c.S > 2H >236S > 236K > 5K > 6H WS > 6H/ Midscreen 254 Everyone [4] Hard Net Blood Gain: +0.2
For when you want to break the wall instead of ending with a Hard Knockdown
PC: 81585
(PC)
1.24
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. Can omit first 236K if in the corner for better Blood profile.
PC: 81586
(PC)
1.24
CH 5H > 236K > 214H > 632146K~S Any 203 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)
1.24
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.
YT 1.24
CH 5H > 236K > 5K (c.S) > f.SSS Corner 162 (on May at BL3) (178 w/ c.s) Lightweights [3] Medium Net Blood Gain: -1.4
Lightweight-only route. You can extend with 623H if Blood allows you.
YT 1.24
(BR) 5H > 632146H Any 248 Everyone [2] Easy Net Blood Gain: Exits Blood Rage
Standard combo for deactivating Blood Rage.
YT 1.24
2H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H Corner 239 Everyone [4] Hard Net Blood Gain: -0.4
Great Blood management when you're close enough to connect 2H > 623H immediately.
YT 1.24
2H > 236K > 623H > 236K > c.S > f.SSS WS > 2H Back in Corner 188 Everyone [4] Hard Net Blood Gain: -0.2 (-0.7)
Sideswitch reversal super punish when your back is facing the corner. 632146S only hits shallow after wallsplat.
YT 1.24
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H* Corner 249 Everyone* [4] Hard Net Blood Gain: -0.5
*Must use 236K to land 6H at 0 Blood bars. Will add 0.4 to Blood gained. *Inconsistent on Ky until 1 Blood bar filled. Scales better with Blood gauge than above combo due to extra 2H. If landed as an anti air, no longer needs 236K before 6H at 0 Blood and becomes much easier.
YT 1.24
CH 2H > 214K6 > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS > 2H Corner 231 Everyone [5] Very Hard Net Blood Gain: -0.1
Burst-safe DP punish. You need to be slightly spaced for 214K6 to auto-burst-bait, otherwise adjust your Fukyo length manually.
YT 79514
(PC)
1.24
AA 2H > 236K > 623H > 236K > c.S > f.SSS Any 142 Everyone [3] Medium Net Blood Gain: -0.1
Silver Standard for AA conversions.
YT 1.24
AA 2H > 236K > 623HH > 632146H~S Corner 254 Everyone [5] Very Hard Net Blood Gain: -1.2
Kara Wasureyuki route. Your best burst punish in the corner.
YT 79517
(PC)
1.24
AA 2H > 236K > 214H > 632146K~S Any 189 Everyone [5] Very Hard Net Blood Gain: -1.2
Kara Wasureyuki route. High Blood stray 2H conversion.
YT 79516
(PC)
1.24
CH AA 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Further than Midscreen 214 Everyone [3] Medium Net Blood Gain: -1.2
Gold Standard for AA conversions. Will splat on f.SS if closer to the wall.
YT 1.24
CH AA 2H > 236K > c.S > 2H > 236K > 623H > 236K > c.S > 2H WS 6H Any 231 Everyone [4] Hard Net Blood Gain: -0.1
Burst-safe Leo H DP punish. Breaks wall anywhere, incredible damage-for-Blood ratio.
YT 1.24
6H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6H > OTG 6H > (236K) Any 131 Everyone [1] Very Easy Net Blood Gain: -1.2 (-0.7)
Your biggest damage normal twice in a row. Simple and effective. Add a 214K to auto-bait Bursts.
YT 1.24
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S Corner 287 Everyone [4] Hard Net Blood Gain: -1.3
Does slightly more damage on CH/MI/ZT with 2 c.S's, but this makes it much less consistent on Chipp and Millia without Blood. I-no and Ky are incredibly inconsistent without Blood
YT 1.24
CH 6H > 623H > 236K > c.S > 6H > 623HH WS > 5H Corner 265 Everyone [4] Hard Net Blood Gain: +0.5
Best damage outside of DP loops. You don't want to be hugging the wall after 236K, otherwise 6H may whiff.
YT 1.24

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 199 Everyone [3] Medium Net Blood Gain: +0.4
Omit 2K for a knockdown in the corner.
YT 1.24
214H > 236S > c.S > f.SSS WS > 6H Corner 195 Everyone [3] Medium Net Blood Gain: -0.1
Conversion if they get hit in the middle of your blockstring.
YT 1.24
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS > c.S Midscreen 190 Everyone [3] Medium Net Blood Gain: ±0.0
Standard conversion when far from corner.
YT 88,162
(PC)
1.24
CH 214H > c.S > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H Midscreen 241 Everyone [3] Medium Net Blood Gain: +0.9
Standard conversion when close to corner. c.S > 6H can used closer to the corner.
YT 1.24
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H Corner 213 Everyone [4] Hard Net Blood Gain: +0.8
Low Blood air combo route.
YT 1.24
623H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
623H > 236K > c.S > f.SSS Any 115 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 1.24
623H > 5K > f.SSS Any 110 Everyone [2] Easy Net Blood Gain: -0.4
5K doesn't always reach midscreen.
YT 1.24
623H > 214K > f.SSS Any 91 Everyone [2] Easy Net Blood Gain: ±0.0
Auto-pilot 623H214K conversion.
YT 1.24
623HH > 236K > OTG 2K > (236K) Any 109 Everyone [2] Easy Net Blood Gain: +1.3 (+1.8)
Not much you can get on a regular hit 623HH.
YT 1.24
623H > 236K > c.S > 2H > 236K > 623H > 236K > 5k > c.S > 6H WS > 6H Round Start 237 Everyone [4] Hard Net Blood Gain: +1.4
High damage combo out of a non-counterhit 623H.
YT 1.24
CH 623H > 236K6, c.S > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Round Start 220 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 1.24
CH 623HH > 214H623H > 236K > c.S > f.SSS WS > 6H Round Start 253 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 1.24
CH 623H > sj9 > rising j.K > j.K > c.S > f.SSS WS 6H Midscreen 179 Everyone [4] Hard Net Blood Gain: -1.0
Low damage, but great corner carry and Blood drain. Omit j.K > j.K for an easier route with less corner carry.
YT 1.24
CH 623H > 236K > j9 > rising j.K > j.K > c.S > f.SSS WS 6H Midscreen 179 Everyone [3] Medium Net Blood Gain: -0.6
Bit more Blood than above but more corner carry.
YT 1.24
CH 623H > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 212 Everyone [4] Hard Net Blood Gain: +0.2
Good compromise between damage and Blood cost.
YT 1.24
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS > 6H Corner 212 Everyone [3] Medium Net Blood Gain: -0.5
Universal low Blood conversion.
YT 1.24
CH 623H > 236Kc.S > 5[D]c.S > 6H623HH WS > 5H Corner 254 Everyone [4] Hard Net Blood Gain: +1.1
Highest damage outside of DP loops.
YT 1.24
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H Corner 256 (FA) Big Bodies [3] Medium Net Blood Gain: +0.6
Big body, big damage. Can optionally end in 6H WS, 5H to save some Blood at minimal damage loss
YT 1.24
CH 623HH > 236K > OTG 6H > (236K) Any 152 Everyone [1] Very Easy Net Blood Gain: +0.7 (+1.2)
On air hit, OTG 6H connects without 236K.
YT 1.24
CH 623HH > 214H > OTG 6H > (236K) Any 180 Everyone [1] Very Easy Net Blood Gain: +1.2 (+1.6)
Better damage for slightly more Blood.
YT 1.24
(623H)H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(623H) CH H > 236K > c.S > 2H > 236K > 5K > 5K > 6H WS > 6H Midscreen 237 Everyone [3] Medium Net Blood Gain: ±0.0
Big damage, Blood-neutral wallbreak.
YT 1.24
(623H) CH H > 236K > c.S > 5[D] > c.S > 6H > 623HH WS > 5H Corner 262 Everyone [4] Hard Net Blood Gain: +1.1
Highest damage outside of DP loops.
YT 1.24
236S
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236S > 236K, c.S > f.SSS Any 110 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 1.24

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 184 Everyone [3] Medium Net Blood Gain: -0.5
5K is optional and whiffs at farther ranges.
YT 1.24
CH 2D > 214H > c.S > f.SSS Corner 130 Everyone [2] Easy Net Blood Gain: -0.4
Low Blood corner combo.
YT 1.24
5D (uncharged)
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 6H Corner 172 Everyone [4] Hard Net Blood Gain: ±0.0
Burst-safe wall break in the corner from an overhead.
YT 1.24
RISC CH 5D > 2H > 236K > 623H > 236K > c.S > f.S > 2H WS 2H Midscreen 271 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 1.24
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
Use neutral jump j.K when close and forward jump j.K when farther away. Lowest damage among Nago's RISC CH 5D combos but costs the least Blood.
YT 1.24
RISC CH 5D > 2H > 236S > 236K > c.S > c.S > 6H WS 6H Corner 303 Everyone [3] Medium Net Blood Gain: -0.4
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 1.24
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 1.24
5[D]8 > j.H > j.K > jc > j.H > j.K > j.SS Any 195 Everyone [1] Very Easy Net Blood Gain: -1.2
Universal very easy version.
YT 1.24
5[D]8 > j.H > j.D > jc > j.K > j.S > j.HH Any 197 (Pot) Big Bodies [3] Medium Net Blood Gain: -1.3
Big body damage optimization. Ending with j.H > j.SS Can sometimes net you an extra damage or two depending on guts thresholds, but it is much more difficult to execute.
YT 1.24
5[D]8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH Any 220 Everyone [3] Medium Net Blood Gain: -1.3
Dust RC combo for a little extra damage and a lot of extra style. BRC immediately after the homing jump.
YT 1.24

Throw Starters

4D or 6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[4D or 6D] > OTG 2K > (236K) Corner TBD Everyone [1] Very Easy Net Blood Gain: ±0.0 (+0.4)
Works midscreen on Big Bodies
1.24
(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 1 and 2.
YT 1.24
[4D or 6D] > 66RRC~c.S > f.SSS WS > 6H Corner 170 (BL3) Everyone [3] Medium Net Blood Gain: -1.9
Maximum Blood drain route.
YT 1.24
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS > 6H Midscreen 170 Everyone [4] Hard Net Blood Gain: -0.6
The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.24
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > 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 1.24
[4D or 6D] > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 2H Corner 177 Everyone [4] Hard Net Blood Gain: ±0.0
Burst-safe corner route. You have to 88RRC as early as it allows you to do and press 2H the moment you hit the ground to get the correct height for this to be burst-safe. Try to do everything as soon as you're able to.
YT 1.24
[4D or 6D] > 88RRC > 236K > c.S > 6H > 623HH WS > 6H Corner 191 Everyone [4] Hard Net Blood Gain: +0.2
Best damage for 50 Tension in the corner.
YT 1.24
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: -3.0
The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.24
623P > 66RRC~2H > 623H > 236K, c.S, c.S > 6H WS > 6H Corner 175 Everyone [4] Hard Net Blood Gain: -3.2
The fast RRC can be replaced with a regular RRC at the cost of Tension.
YT 1.24
623P > 88RRC > dl.2H > 236K > 623H > 214K > c.S > 2H Corner 177 Everyone [4] Hard Net Blood Gain: -2.7
Burst-safe corner route. Delay 2H slightly.
YT 1.24
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS > 6H Back in Corner 163 Everyone [3] Medium Net Blood Gain: -2.6
A side switch combo where you pass under the opponent with the first 236K. Drifting the RC back or even up can help with the first c.S. Canceling Fukyo momentum may help with the side switch.
YT 1.24
j.4D or j.6D
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[j.4D or j.6D] > OTG 6H > (236K) Any 114 Everyone [1] Very Easy Net Blood Gain: -0.6 (-0.1)
There are few reasons not to OTG 6H.
YT 1.24
[j.4D or j.6D] > 66RRC~j.H (whiff) > c.S > 2H > 236K > 623H > 236K > 5K > c.S > 6H WS, 6H Midscreen 184 Everyone [4] Hard Net Blood Gain: ±0.0
You want to fast RRC as early as possible, otherwise they start falling very rapidly.
TBD 1.24
[j.4D or j.6D] > 66RRC~j.H (whiff) > c.S > 6H > 623HH WS > 5H Corner 189 Everyone [4] Hard Net Blood Gain: -0.2
You want to fast RRC as early as possible, otherwise they start falling very rapidly.
TBD 1.24
[j.4D or j.6D] > 44RRC~j.D > c.S > 2H > 236K > 623HH WS > 6H Corner 190 Everyone [5] Very Hard Net Blood Gain: +0.1
This one you will want to fast RRC late to not cause a side switch on the c.S juggle.
TBD 1.24

Wasureyuki Extensions

Full Hit
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146S > 66RRC~j.H > [4] > c.S >  623H > 236K > c.S > 2H 236K623HH WS 236K 6H Midscreen 321 Everyone [5] Very Hard Net Blood Gain: ±0.0
Hold back [4] the entire time before using c.S to stay same side. For side switch simply hold nothing.
YT 79509
(PC)
1.24
632146S > 66RRC~j.H > c.S > 2H236K623HH WS > 236K 6H Back in Corner 352 Everyone [5] Very Hard Net Blood Gain: -1.3
Back in Corner version.
YT 1.24
632146S > 88RRC > 6H > 623HH WS > 236K > 6H Corner Everyone [5] Very Hard Net Blood Gain: -1.8
Highest damage reversal super punish in the corner.
83014
(PC)
1.24
(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. Burstable on the first j.D.
YT 1.24
(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. Very hard, if not impossible to Burst.
YT 1.24
Shallow Hit
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
632146S (shallow) > f.SSS Any 122 Everyone [1] Very Easy Net Blood Gain: -1.3
Simple extension on a shallow reversal super hit.
YT 1.24
632146S (shallow) > 623H > (236S) > 236K > c.S > f.SSS Any 171 Everyone [4] Hard Net Blood Gain: ±0.0
More Blood for more damage. Add 236S for an easier juggle and wallbreak midscreen.
YT 1.24
632146S (shallow) > 623H > 236K > 623HH > 632146HS Any 267 Everyone [5] Very Hard Net Blood Gain: +0.3
Kara Wasureyuki extension on a shallow hit.
YT 79508
(PC)
1.24
(combo) > WS > 632146S (shallow) > 6H WS > 6H Corner 70 (after a 7 hit combo) Everyone [1] Very Easy Net Blood Gain: -1.2
Standard ender after a wall splat into shallow hit Wasureyuki.
YT 1.24
(combo) > WS > 632146S (shallow) > 6H WS > 236K > 632146S Corner 95 (after a 7 hit combo) Everyone [2] Easy Net Blood Gain: -2.1
Most damaging 100 meter route near the corner.
YT 1.24

Miscellaneous

  • 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 to skip the recovery of 623HH or 214H so that 632146S comes out before entering Blood Rage.
Shizu Loops
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 214H > 623HH > 214H > 623H > 214H > 623HH WS > 632146H~S Midscreen 298 Everyone [5] Very Hard Net Blood Gain: Blood Rage
Route also works with f.S as a starter (not f.SS).
Builds 42% Tension and 1.5 Blood before WS.
Kills 0 RISC Ky at 54% HP.
YT 1.24
5K > 214H > 623HH > 214H > 623H > 236K > 623HH WS > 632146H~S Corner 295 Everyone [5] Very Hard Net Blood Gain: Blood Rage
Route also works with f.S as a starter (not f.SS.
Builds 36% Tension and 1.5 Blood before WS.
Kills 0 RISC Ky at 54% HP.
YT 1.24
2S > 214H > 623HH > 214H > 623H > 214H > 623HH > WS > 632146K~S Midscreen 296 Mid and lightweights [5] Very Hard Net Blood Gain: Blood Rage
Combo drops at tip range of 2S.
Route also works with 5P/2P/2K/6K/2D as starters.
Builds 39% Tension and 1.5 Blood before WS.
Kills 0 RISC Ky at 54% HP.
YT 1.24
2S > 214H > 623HH > 214H > 623H > 236K > 623HH WS > 632146H~S Corner 294 Mid and lightweights [5] Very Hard Net Blood Gain: Blood Rage
Builds 35% Tension and 1.5 Blood before WS.
Kills 0 RISC Ky at 53% HP.
YT 1.24
CH 6H > 214H > dl.623HH > 214H > 623HH WS > 632146H~S Corner 326 Everyone [5] Very Hard Net Blood Gain: +2.4
Builds 38% Tension and 0.7 Blood before WS.
Kills 0 RISC Ky at 63% HP.
YT 79511
(PC)
1.24
CH 623HH > 214H > 623HH > 214H > 623H > 214H > 623H > (dl.)214H > 623H WS > 236K > BR Round Start 288 Normal and heavyweights [5] Very Hard Net Blood Gain: Blood Rage
Slightly delay the last 214H on Normalweights.
Only use when they have no Burst.
Builds you 50 Tension for a high/low/throw setup.
Your opponent might not want to rematch you after.
YT 1.24
623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146H~S Midscreen 328 Lights or airborne [5] Very Hard Net Blood Gain: Blood Rage
Builds 42% Tension and 1.9 Blood before WS.
Kills 0 RISC Ky at 64% HP.
YT 1.24
623HH > 214H > 623HH > 214H > 623HH > WS > 632146H~S Corner 337 Lights or airborne
(Everyone on CH)
[5] Very Hard Net Blood Gain: Blood Rage
Builds 35% Tension and 1.2 Blood before WS.
Kills 0 RISC Ky at 66% HP.
YT 1.24
(CH) 214H > 623H (dl.)H > 214H > 623H > dl.214H > 623HH WS > 632146H~S Corner 312 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 59% HP.
YT 1.24
  • Slowdown from BRC allows 6H > 623H to combo grounded opponents on regular hit.
BRC
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > jc9 > 66BRC > c.S > 6H > 623H > 236K > c.S > 5K > 6H WS 6H Corner 233 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.
YT 1.24
BRC 5P > 6H > 623H > 236K > c.S > 5K > 6H WS 6H Corner 197 Everyone [4] Hard Net Blood Gain: -0.4
Hit Confirm This keyword does not have an entry in the Glossary from 5P > 6H into 623H, otherwise cancel directly into 236K for pressure.
YT 1.24
BRC CH 6H > 623H > 6H > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 253 Everyone [4] Hard Net Blood Gain: -0.8
A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after 214H > 214K > 66BRC as a Throw punish.
YT 1.24
BRC CH 6H > 623HH > 236K > c.S > 5[D] > 5K > 6H WS > 6H Corner 291 Everyone [4] Hard Net Blood Gain: -0.4
A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214H > 214K > 66BRC as a Throw punish.
YT 1.24
66~4BRC~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
  • 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.
YT 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.
YT 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 Nago's moves, 90% Proration, 5 Decay for Mids and 10 Decay for Lows and Highs, and 1000 RISC Loss are the standard values.

Small CH

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 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.

On CH, you can link into 5K, 2K and c.S.

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. 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 OTG 6H. 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.

236S80% Proration, 10 Decay
poster=LazyLoadImageThumbnail.png

Midcreen, Clone > Fukyo combos into c.S > f.SSS and 2K > 2D > OTG 6H. 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.

Mid CH

c.S; 100% Proration, 5 Decay

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. On CH, c.S > 6H > 623H combos on hit, giving the absolute highest damage conversions in Nago's arsenal. Make sure to learn at least one c.S > 6H route as a devastating DP punish.

2S; 90% Proration, 10 Decay

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 at close range you can link into 5K > 6H.

In the corner, 2S > 5H > 214H > OTG 6H works on CH and at BL3 for a very efficient Blood-to-Damage route.

f.S; 90% Proration, 5 Decay

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. A cancel into 214H > OTG 6H is only recommended at very low Blood. For these reasons, many players simply finish with f.SSS for the 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.

In the corner, f.S > 5H > 214H > OTG 6H works on CH and at BL3 for a very efficient Blood-to-Damage route.

f.SSS (third hit); 90% Proration, 5 Decay

This starter will frequently be used in conjuction with a Roman Cancel and a partially filled RISC bar for huge damage. However, it is also possible to combo off it meterless on CH with either OTG 6H anywhere or 2K > 214H/623H in the corner, making hitconfirming a Counter-Hit and not spending on Roman Cancel a rewarding skill to practice.

6P; 90% Proration, 25 Decay

6P has very high Initial Decay, making it the only move that can't connect 214H > OTG 6H, or 623H > 236K > c.S on a grounded regular hit. They do become available on CH, though.

On air CH, it grants a HKD, giving you a combo directly into OTG 6H.

6K; 90% Proration, 10 Decay

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're can combo directly into 236K > 623P. Don't RC this though, the rest of the combo will have 50% Forced Proration.

Large CH

2D; 90% Proration, 10 Decay

On normal hit, knocks downs into OTG 6H. 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 623H/214H, or with c.S at close range with Fukyo momentum.

5H; 90% Proration, 5 Decay

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 only lets you to 236K to advance a little. CH midscreen at high Blood gives you OTG 6H/5H into respectable damage and mediocre oki. 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 > OTG 6H. On CH, follow-up vary wildly depending on your Blood Level and how far away you hit the opponent from. Close range, you can 236K > 5P on midweights and 236K > 5K/c.S on lightweights. At farther ranges it's best to pick up with 236K > 623H.

2H; 90% Proration, 5 Decay

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, lightweights get knocked back farther so they're harder. 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 and 236K > c.S pick up from anywhere under any conditions. Exact follow-ups vary a lot depending on screen position, their height in the air and your current Blood Level. However, due to 2H great launch, you can really make up almost anything and it would probably work, so don't afraid to get creative here.

6H; 90% Proration, 5 Decay

Launches and spikes them almost instantly into the ground, making normal hits impossible to combo from unless RCed.

CH has extreme damage potential but requires an immediate cancel into 623H/214H for a pick-up as they go into a HKD state almost instantly. Alternatively, you can just OTG into another 6H for good damage and oki.

214H; 90% Proration, 5 Decay

On regular hit, you can either OTG 6H or hit-confirm into 623H for a full route.

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.

623H; 90% Proration, 5 Decay

This one launches even better than 2H, but in reality routes will have to be more conservative due to 623H high Blood cost.

On regular hit, you can pick up with 236K > c.S > f.SSS if close enough, or simply OTG 6H. Anything more ambitious will raise your Blood significantly, exercise caution.

623HH; 90% Proration, 5 Decay

You can't get anything except OTG 2K on regular hit.

On CH, launches almost exactly the same as 623H. The only difference is that it's more expensive to start a Shizuloop since you have to 236K > 623HH first instead of directly cancelling into 623HH

On CH, you can do anything, but always keep in mind the Blood cost restriction. Alternatively, you can go ham with Shizuloops by cancelling into 623HH > 214H. This is the only starter that gives you 2 [623HH > 214H] bounces and can Wall Splat while building you 50 Tension on roundstart for a deadly high/low/throw mixup.

Other

5D; 80% Proration, 5 Decay, 3000 RISC Loss

5D only gives a combo when RCed.

It's a very low damage starter due it's low Proration and high RISC Loss, but due to being your only overhead normal is nonetheless important to learn, if they're at low enough health for 5D > RC to 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

Great Blue Burst punish when at low Wall Health and high Blood. The combo from it drains a lot of Blood and sets up Clone oki after.

6D/4D/623P; 50% Proration, 25 Decay, 2500 RISC Loss

Ground Throw gives OTG 2K in the corner and OTG 2S at BL2+ anywhere. Otherwise, you're required to RC your Grab moves for full routes. This only recommended when the route will kill, as they low Proration and high RISC Loss make them not worth spending Tension on for damage.

Due to their high Initial Decay, you will have to immediately cancel into c.S > 623H for a full combo. Fast RC is preferable due to lower Tension cost and penalty, but slow 88RC enables Burst-safe routes in the corner.

j.6D/j.4D; 50% Proration, 25 Decay, 2500 RISC Loss

Air Throw always enables OTG 6H. Due to this, RCing is rarely worth it, save for when you can kill with it.

632146S; 100% Proration, 25 Decay, 1000 RISC Loss

Gives you a meterless follow-up on a Shallow Hit into 623H > 236K > c.S at low Blood and f.SSS at high Blood.

Full Hit > RC deals insane unscaled damage, but combos from it are heard 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% Life.

Launchers


214H > 236K

Staple low Blood commitment way to convert pokes like 2S or 5K at tip-range into a knockdown with OTG 6H. 236K ensures 6H will always connect, but it is possible to OTG without 236K at closer ranges and higher Blood Levels.

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

The only way to get a Wall Splat from 2S 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

Only really possible on certain high launching or high hitstun starters, like c.S or CH 6H, 5H and 6P. 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

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

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.

c.S > 623H > 236K

The default filler after Red RCing 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.

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.

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.

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.

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.

c.S > 6H > 623H > 236K

A niche filler, since it requires either a very high juggle, such as after early 623H > 236K, or CH slowdown, such as from a CH c.S. In exchange, this gives the most Blood-efficient routes in Nagoriyuki's arsenal.

623HH > 214H > 623H

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 a Blood pop, 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

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

Your most damaging normal which also provides a moderate amount of Blood drain (enough to fully offset a 236K with a little extra Blood drain left over) and a soft knockdown of variable advantage depending on your opponent's height and the gravity proration of the combo. The wall splat of choice for discerning Nagoriyuki players.

214H > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H > (236K)

Solid damage and a reliable knockdown that leads directly into OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H okizeme. A common midscreen ender for shorter routes on less rewarding buttons like 5P, 5K, or f.S. An additional 236K, between 214H and 6H, is required at further spacings and lower Blood levels for the OTG 6H to connect.

WasureyukiGGST Nagoriyuki Wasureyuki1-Hitbox.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (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

Wall Splat


The most common Wall Splat moves are:

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

Despite hitting twice, 623HH scales like a single 100 damage move. It is your best Wall Splat damage-wise, but costs 90 Blood to use, unlike your H normals that reduce it. It is also hard to make it splat exactly on the second hit and not earlier or later.

6H will be your most common wall splat, having the best combination of damage and Blood drain.

Last hit of f.SSS gives you the most Blood drain at the cost of damage. This wall splat is relatively easy to set up midscreen from X > 214H > 623H routes.

Wall Break


The best Wall Break moves are:

  • 632146S (181 damage)
  • 6H (70-90 damage)
  • 5H (60-70 damage)
  • 2H (50-60 damage)

If you have 50 Tension, breaking the wall with 632146S is almost always the optimal choice due to its massive damage, Blood drain, and hard knockdown oki after the wall break.

When there isn't enough Tension to do this, use one of your H normals (6H>5H>2H, whichever is in range).

If the wall splat is triggered with f.SS, you can go into f.SSS for Blood drain, 6H for meterless damage, or Wasureyuki for Blood drain, damage, and oki.

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 > 6H (OTG) > 236K builds almost one bar 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.

Another big matter when it comes to reducing Blood is choosing your ender. You often get your best oki off of something like 6H > 236K but you'll have to gain all the Blood from any specials spent in the combo before hand. If you end up spending too much Blood or want to bring your Blood down for later, f.SSS is your best meterless ender for bringing down the Blood gauge. The final hit of the 3 hit S series brings down twice as much Blood as an H normal but you get the bonus of 2 extra slash hits along the way. This ender gives more Blood drain and corner carry (and is great for breaking the wall). For example, the second combo (Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K) builds slightly less than 2 Blood bars if you replace the 6H > 236K with f.SSS. The downside is that f.SSS gives the worse oki, especially midscreen. If you're willing to spend meter (or have wallsplat) super is the best way to bring down the Blood gauge mid-combo. Super gives you almost 2 bars worth of Blood drain which can often be enough to save you from Blood rage if you spent too much mid-combo. Having a general idea of your routes and enders is going to be crucial to managing Blood bar. It'll often involve sacrificing offense or damage, but with good management you'll still find yourself out-damaging the majority of the cast while still having scary mixups and pressure.

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 train 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 sub-goals are quite often contradictory in nature, as specials 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.

However, there is one exception. H normals are some of your most damaging moves while also reducing Blood Gain instead 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:

2H

  • Deals the least damage.
  • Knocks very high into the air, making connecting a Fukyo cancelled special trivially easy anywhere on the screen. If your opponent is high enough, 236K > 5K extensions are possible for even more Blood efficiency.
  • Your BNB H normal for midscreen combos. Use it anywhere you can fit it into your route.

5H

  • More damage than 2H, less than 6H.
  • Only usable in the corner, as it is not possible to connect after a Fukyo cancelled special due to a low launch.
  • Deals the least Wall Damage out of all H normals, which allows one to fit more moves into a route before a Wall Splat.
  • Use instead of 2H near the wall for optimal damage routes.

6H

  • Nago's highest damage normal.
  • Due to sending them directly into the ground, requires either CH/RC slowdown or a high air hit to extend.
  • Most optimal routes involve this move in one way or another, but it's the hardest one to fit into a combo.

Of these three, 2H is the one that will be used the most often by far.

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 a c.S > 2H.

To learn where 5H and 6H are best utilised, check out the Combo List.

Kara Wasureyuki


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/6H > 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 pop with a single special.

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 Kara Super 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.

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 Kara Super. 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


Now, the main issue with this Kara Wasureyuki is obviously the actual execution and the risk on a failed attempt. It requires you to be comfortable with quickly inputting Overdrive inputs immediately after specials, which takes practice. Couple it with what happens if you fail to execute it (usually a round loss), and we get an extremely powerful technique in theory that is hard to consistently perform in practice.

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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