GGST/Nagoriyuki/Data

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Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Forward Dash Weight Unique Movement Options
GGST Nagoriyuki Portrait.png GGST Nagoriyuki Icon.png Nagoriyuki -8 4 30 5 [high jump: 10] 23/1~6 strike invuln/1~16 airborne Heavy Fukyo, Unique Super Jump, No Run, No Airdash, No Double Jump
Movement Tension Gain Jump Duration High Jump Duration Jump Height High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration
41 38 389 437
Forward Air Dash Attack Transition Backward Air Dash Attack Transition Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
5 5


Bloodrage Data

Activation Data

BR Activation
BR Activation
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
N/A Guard Crush 4+38+3 10 70 -12 HKD 5 1000 200 1~15f Full after freeze
GGST Nagoriyuki Activation.png
I'm bleeding, making me the victor.
GGST Nagoriyuki Activation-Hitbox.png


Deactivation Data

BR Deactivation
BR Deactivation
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
N/A N/A 1+59 N/A 0 N/A N/A 1F Full
GGST Nagoriyuki Deactivation.png
Another move in this game that stops time


Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
26 Mid 5 3 9 0 +3 1 Small 1000 1500 300 80% 80%
GGST Nagoriyuki 5P.png
STOP... pressuring me!
GGST Nagoriyuki 5P Hitbox-1.png


5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
34 Mid 7 2 12 0 +3 2 Small 1500 1000 300 80% 90%
GGST Nagoriyuki 5K.png
GGST Nagoriyuki 5K Hitbox.png


c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
40 Mid 7 6 10 +3 KD 4 Mid 2500 1000 300 60%
GGST Nagoriyuki cS.png
GGST Nagoriyuki cS-Hitbox.png
Input Proximity Range: 300


f.S Level 1 Data

f.S Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
25 Mid 16 3 28 -17 -14 2 Mid 1500 1000 300 10% 80% 90%
GGST Nagoriyuki fS1.png
GGST Nagoriyuki fS1-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SS


f.S Level 2 Data

f.S Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
30 Mid 14 3 28 -17 -14 2 Mid 1500 1000 300 15% 80% 90%
GGST Nagoriyuki fS1.png
GGST Nagoriyuki fS1-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SS


f.S Level 3 Data

f.S Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
35 Mid 12 3 28 -17 -14 2 Mid 1500 1000 300 20% 80% 90%
GGST Nagoriyuki fS1.png
GGST Nagoriyuki fS1-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SS


f.S Level BR Data

f.S Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
45 Mid 12 3 28 -17 -14 2 Mid 1500 1000 300 35% 80% 90%
GGST Nagoriyuki fS1-BR.png
GGST Nagoriyuki fS1-BR-Hitbox.png
Cancels into f.SS


f.SS Level 1 Data

f.SS Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
25 Mid 13 3 19 -8 -5 2 Mid 1500 2000 700 10% 60%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SSS


f.SS Level 2 Data

f.SS Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
30 Mid 13 3 19 -8 -5 2 Mid 1500 2000 700 15% 60%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SSS


f.SS Level 3 Data

f.SS Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
35 Mid 13 3 19 -8 -5 2 Mid 1500 2000 700 20% 60%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)
Cancels into f.SSS


f.SS Level BR Data

f.SS Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
45 Mid 13 3 19 -8 -5 2 Mid 1500 2000 700 35% 60%
GGST Nagoriyuki fS2.png
GGST Nagoriyuki fS2-Hitbox.png
Cancels into f.SSS


f.SSS Level 1 Data

f.SSS Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
25 Mid 14 6 38 -25 HKD 4 Mid 2500 1000 500 10% 100%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)


f.SSS Level 2 Data

f.SSS Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
30 Mid 14 6 38 -25 HKD 4 Mid 2500 1000 500 15% 100%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)


f.SSS Level 3 Data

f.SSS Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
35 Mid 14 6 38 -25 HKD 4 Mid 2500 1000 500 20% 100%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)


f.SSS Level BR Data

f.SSS Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
80 Mid 14 6 38 -25 HKD 4 Mid 2500 1000 500 35% 100%
GGST Nagoriyuki fS3.png
GGST Nagoriyuki fS3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -64.8/300, OH -115.2/300)


5H Level 1 Data

5H Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
60 Mid 20 6 27 -14 KD 4 Large 2500 1000 300 10% 80%
GGST Nagoriyuki 5HComparison.png
Get really comfortable with the range of #3, as it's a vital tool.
GGST Nagoriyuki 5H1-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300) (All levels)
Hitstop: 25F (All levels)


5H Level 2 Data

5H Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
65 Mid 18 6 27 -14 KD 4 Large 2500 1000 300 15% 80%
GGST Nagoriyuki 5HComparison.png
GGST Nagoriyuki 5H2-Hitbox.png


5H Level 3 Data

5H Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
70 Mid 16 6 27 -14 KD 4 Large 2500 1000 300 20% 80%
GGST Nagoriyuki 5HComparison.png
GGST Nagoriyuki 5H3-Hitbox.png


5H Level BR Data

5H Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
91 Mid 16 6 27 -14 KD 4 Large 2500 1000 300 35% 80%
GGST Nagoriyuki 5H2.png
GGST Nagoriyuki 5HBR-Hitbox.png


2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
22 Mid 6 3 11 -2 +1 1 Small 1000 1500 300 80% 80%
GGST Nagoriyuki 2P.png
GGST Nagoriyuki 2P-Hitbox.png


2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
26 Low 7 5 8 -1 +2 1 Small 750 1000 300 80% 70%
GGST Nagoriyuki 2K.png
GGST Nagoriyuki 2K-Hitbox.png


2S Level 1 Data

2S Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
32 Low 12 4 15 -5 -2 2 Mid 1125 1000 300 10% 80% 90%
GGST Nagoriyuki 2S.png
Plus on whiff
GGST Nagoriyuki 2S-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


2S Level 2 Data

2S Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
37 Low 11 4 15 -5 -2 2 Mid 1125 1000 300 15% 80% 90%
GGST Nagoriyuki 2S.png
GGST Nagoriyuki 2S-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


2S Level 3 Data

2S Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
42 Low 10 4 15 -5 -2 2 Mid 1125 1000 300 20% 80% 90%
GGST Nagoriyuki 2S.png
GGST Nagoriyuki 2S-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


2S Level BR Data

2S Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
54 Low 10 4 15 -5 -2 2 Mid 1125 1000 300 35% 80% 90%
GGST Nagoriyuki 2S2.png
GGST Nagoriyuki 2SBR-Hitbox.png


2H Level 1 Data

2H Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 Mid 19 7 29 -17 KD 4 Large 2500 1000 500 10% 60%
GGST Nagoriyuki 2HComparison.png
The biggest of air counter hits
GGST Nagoriyuki 2H1-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300) (All levels)
Hitstop: 25F (All levels)


2H Level 2 Data

2H Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
55 Mid 17 7 29 -17 KD 4 Large 2500 1000 500 15% 60%
GGST Nagoriyuki 2HComparison.png
GGST Nagoriyuki 2H2-Hitbox.png


2H Level 3 Data

2H Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
60 Mid 15 7 29 -17 KD 4 Large 2500 1000 500 20% 60%
GGST Nagoriyuki 2HComparison.png
GGST Nagoriyuki 2H3-Hitbox.png


2H Level BR Data

2H Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
78 Mid 15 7 29 -17 KD 4 Large 2500 1000 500 35% 60%
GGST Nagoriyuki 2H2.png
The Millia/Chipp swatter
GGST Nagoriyuki 2HBR-Hitbox.png


j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
20 High 7 3 12 N/A N/A 0 Small 200 1000 300 80% 80%
GGST Nagoriyuki jP.png
GGST Nagoriyuki jP-Hitbox.png


j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
26 High 7 3 19 N/A N/A 1 Small 1000 1000 300 80% 80%
GGST Nagoriyuki jK.png
GGST Nagoriyuki jK-Hitbox.png


j.S Level 1 Data

j.S Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
35 High 13 3 20 N/A N/A 2 Mid 1500 1000 300 10% 80% 80%
GGST Nagoriyuki jS.png
GGST Nagoriyuki jS-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.S Level 2 Data

j.S Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
37 High 12 3 20 N/A N/A 2 Mid 1500 1000 300 15% 80% 80%
GGST Nagoriyuki jS.png
GGST Nagoriyuki jS-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.S Level 3 Data

j.S Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
39 High 11 3 20 N/A N/A 2 Mid 1500 1000 300 20% 80% 80%
GGST Nagoriyuki jS.png
GGST Nagoriyuki jS-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.S Level BR Data

j.S Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 High 11 3 20 N/A N/A 2 Mid 1500 1000 300 35% 80% 80%
GGST Nagoriyuki jS2.png
GGST Nagoriyuki jSBR-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.H Level 1 Data

j.H Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
41 High 16 4 23 N/A N/A 3 Mid 2000 1000 300 10% 100% 80%
GGST Nagoriyuki jH.png
GGST Nagoriyuki jH1-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)

j.H Level 2 Data

j.H Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
43 High 15 4 23 N/A N/A 3 Mid 2000 1000 300 15% 100% 80%
GGST Nagoriyuki jH.png
GGST Nagoriyuki jH2-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)


j.H Level 3 Data

j.H Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
45 High 14 4 23 N/A N/A 3 Mid 2000 1000 300 20% 100% 80%
GGST Nagoriyuki jH.png
GGST Nagoriyuki jH3-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300)


j.H Level BR Data

j.H Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
58 High 14 4 23 N/A N/A 3 Mid 2000 1000 300 35% 100% 80%
GGST Nagoriyuki jH2.png
GGST Nagoriyuki jHBR-Hitbox.png


j.D Level 1 Data

j.D Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
55 High 15 3 20 N/A N/A 3 Mid 2000 1000 500 10% 60% 80%
GGST Nagoriyuki jD.png
GGST Nagoriyuki jD-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.D Level 2 Data

j.D Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
60 High 13 3 20 N/A N/A 3 Mid 2000 1000 500 15% 60% 80%
GGST Nagoriyuki jD.png
GGST Nagoriyuki jD-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.D Level 3 Data

j.D Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
65 High 11 3 20 N/A N/A 3 Mid 2000 1000 500 20% 60% 80%
GGST Nagoriyuki jD.png
GGST Nagoriyuki jD-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


j.D Level BR Data

j.D Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
84 High 11 3 20 N/A N/A 3 Mid 2000 1000 500 35% 60% 80%
GGST Nagoriyuki jD2.png
GGST Nagoriyuki jDBR-Hitbox.png
Lowers Blood Gauge on hit over 6 seconds (-7.2/300)


6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
34 Mid 12 5 15 -6 -3 2 Mid 1500 1000 500 80% 90% 1~3F Upper Body
4~17F Above Knee
GGST Nagoriyuki 6P.png
GGST Nagoriyuki 6P-Hitbox.png


6K Data

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
35 Low 15 3 15 -4 -1 2 Mid 1125 1000 300 100% 90%
GGST Nagoriyuki 6K1.pngGGST Nagoriyuki 6K2.png
This one's gonna hurt! • 35 damage
GGST Nagoriyuki 6K1-Hitbox.pngGGST Nagoriyuki 6K2-Hitbox.png
Pulls back lower hurtbox 3-14F


6H Level 1 Data

6H Level 1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
70 Mid 17 6 30 -17 KD 4 Large 2500 1000 700 10% 100%
GGST Nagoriyuki 6HComparison.png
The one that ACTUALLY hurts.
GGST Nagoriyuki 6H1-Hitbox.png
Lowers Blood Gauge on block/hit over 6 seconds (OB -7.2/300, OH -57.6/300) (All levels)
Hitstop: 25F (All levels)


6H Level 2 Data

6H Level 2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
80 Mid 16 6 30 -17 KD 4 Large 2500 1000 700 15% 100%
GGST Nagoriyuki 6HComparison.png
GGST Nagoriyuki 6H2-Hitbox.png


6H Level 3 Data

6H Level 3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
90 Mid 15 6 30 -17 KD 4 Large 2500 1000 700 20% 100%
GGST Nagoriyuki 6HComparison.png
GGST Nagoriyuki 6H3-Hitbox.png


6H Level BR Data

6H Level BR
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
117 Mid 15 6 30 -17 KD 4 Large 2500 1000 700 35% 100%
GGST Nagoriyuki 6H2.png
GGST Nagoriyuki 6HBR-Hitbox.png


2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
30 Low 12 3 18 -7 HKD 2 Large 1125 1000 300 80% 90%
GGST Nagoriyuki 2D.png
GGST Nagoriyuki 2D-Hitbox.png


5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 High 20 3 26 -15 0 2 Mid 1125 3000 700 (900) 60% 80%
GGST Nagoriyuki 5D.png
GGST Nagoriyuki 5D-Hitbox.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
Wall damage if opponent is touching the wall: 900


5[D] Data

5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
62 High 28 3 26 -10 KD 4 Mid 1875 1500 700 (900) 60% 100%
GGST Nagoriyuki 5D.png
GGST Nagoriyuki 5D-Hitbox.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
Wall damage if opponent is touching the wall: 900


Universal Mechanics

Ground Throw Data

6D or 4D
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
90 120 2 3 38 N/A HKD +41 N/A 2500 1000 50%
GGST Nagoriyuki Ground Throw.png
Builds 1000 Tension once all damage is dealt.
If Roman Canceled before all damage is dealt: R.I.S.C. Loss: 1000, applies 25% positive R.I.S.C. reduction, Proration: Forced 75%


Air Throw Data

j.6D or j.4D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
90 200 2 3 Until landing+10 N/A HKD N/A 2500 1000 50%
GGST Nagoriyuki Air Throw.png
Builds 1000 Tension once all damage is dealt.
If Roman Canceled before all damage is dealt: R.I.S.C. Loss: 1000, applies 25% positive R.I.S.C. reduction, Proration: Forced 75%


Special Moves

236S Data

236S
Zarameyuki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
45 Mid 18 9 Total 39 +5 +8 2 Very Small 500 1000 500 100 12% 80% 80%
GGST Nagoriyuki Zarameyuki1.pngGGST Nagoriyuki Zarameyuki2.png
GGST Nagoriyuki Zarameyuki1-Hitbox.pngGGST Nagoriyuki Zarameyuki2-Hitbox.png
This part clashes with projectiles • This part hits the opponent
Clash Level: 3
Clash Hits: 1
Increases Blood Gauge over 3 seconds (+90/300)
CH recovery
Can cancel into specials Frames 16~24, except Bloodsucking Universe and another Zarameyuki
Cannot cancel into specials Frames 25~39
Projectile clashbox (first hitbox pictured) becomes active on frame 12, but its strike hitbox (second pictured) isn't active until frame 18 at the earilest
Projectile clashbox lasts between 6~17 frames until it transitions to its strike hitbox based on proximity to the opponent


236K Data

236K
Forward Fukyo
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
N/A N/A - N/A Total 25 N/A N/A N/A 50 1~25F Above Chest
GGST Nagoriyuki Fukyo.png
GGST Nagoriyuki Fukyo-Hitbox.png
This can slip under some high pokes, like Axl's 5P.
Increases Blood Gauge over 3 seconds (+43.2/300)
Can cancel into specials from Frame 14 onwards, except either variant of Fukyo
Holding down K and 4 or 6 will fast cancel into their respective directions of Fukyo on Frame 14. These cancels cannot be delayed and re-inputting 214K or 236K will not perform a cancel
Can decrease distance travelled by pressing 4 from Frame 22 onwards


214K Data

214K
Backward Fukyo
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
N/A N/A - N/A Total 16 N/A N/A N/A 50 1~16F Above Chest
GGST Nagoriyuki Fukyo.png
GGST Nagoriyuki Fukyo-Hitbox.png
Increases Blood Gauge over 3 seconds (+43.2/300)
Can cancel into specials from Frame 9 onwards, except either variant of Fukyo
Holding down K and 4 or 6 will fast cancel into their respective directions of Fukyo on Frame 9. These cancels cannot be delayed and re-inputting 214K or 236K will not perform a cancel
Can decrease distance travelled by pressing 6 from Frame 13 onwards


214H Data

214H
Kamuriyuki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 Mid 14 5 17 -3 HKD 4 Large 2500 1000 300 150 25% 90%
GGST Nagoriyuki Kamuriyuki1.pngGGST Nagoriyuki Kamuriyuki2.png
Gap closer, mix-up tool, punisher:
A 3 in 1 move!
GGST Nagoriyuki Kamuriyuki1-Hitbox.pngGGST Nagoriyuki Kamuriyuki2-Hitbox.png
• Late active frames
Increases Blood Gauge over 3s (+90/300)
Airborne 5~12F
Can cancel into specials Frames 14~24, except Bloodsucking Universe and another Kamuriyuki
Cannot cancel into specials Frames 25~35


623H Data

623H
Shizuriyuki (1)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
45 Mid 11 3 21 -7 HKD 3 Large 1000 1000 350 150 25% 60% 1-13F Upper Body
GGST Nagoriyuki Shizuriyuki1.png
Block and play smart, or die on round start
GGST Nagoriyuki Shizuriyuki1-Hitbox.png
Increases Blood Gauge over 3 seconds (+90/300)
Can cancel on whiff/block/hit into Shizuriyuki (2) Frames 11~28
Cannot cancel into Shizuriyuki (2) Frames 29~34
Can cancel into specials Frames 11~30, except Bloodsucking Universe and another Shizuriyuki (1)
Cannot cancel into specials Frame 31~34


623HH Data

623HH
Shizuriyuki (2)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
55 Mid 10 6 29 -16 HKD 4 Large 1200 1000 350 0 25% 100%
GGST Nagoriyuki Shizuriyuki2.png
GGST Nagoriyuki Shizuriyuki2-Hitbox.png
8F gap between 623H and this followup at the fastest meaning it effectively has 9F startup when canceled at the earliest
This move and the 623H it canceled from are considered one multi-hit attack
Can cancel into specials Frames 10~25, except Bloodsucking Universe and another Shizuriyuki
If 623H connects on block/hit, 623HH can special cancel on whiff as well
Cannot cancel into specials Frames 26~44


623P Data

623P
Bloodsucking Universe
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
80/90/100 Ground Throw 7 2 48 NA HKD N/A 2500 1000 100 50% 1~8F Throw
GGST Nagoriyuki Bloodsucking Universe.pngGGST Nagoriyuki BloodsuckingUniverseDrainEffect.png
Live by the bite, die by the bite. It's the way of the vampire. • Unique visual on the Blood Gauge
GGST Nagoriyuki Bloodsucking Universe-Hitbox.png
Lowers Blood Gauge on hit over 3 seconds (-280.8/300)
Cannot cancel into this move from other specials
Builds 1000 Tension once all damage is dealt.
If Roman Canceled before all damage is dealt: R.I.S.C. Loss: 1000, applies 25% positive R.I.S.C. reduction, Proration: Forced 75%


Overdrives

632146S Data

632146S
Wasureyuki
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
70, 3×17, 60 Mid 7+(173 Flash)+2 2 54 -37 HKD +73 3 Mid 2000 1000 25% 80% 1~10F Full
GGST Nagoriyuki Wasureyuki1.pngGGST Nagoriyuki Wasureyuki2.png
GGST Nagoriyuki Wasureyuki1-Hitbox.png
The final hit lowers the Blood Gauge on hit over 6 seconds (-194.4/300)


632146H Data

632146H
Zansetsu
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
200 Mid 11+(58 Flash)+10 6 80 -66 HKD +15 4 Very Small 2500 1000 25% 80% 1~26F Full
GGST Nagoriyuki Zansetsu2.png
GGST Nagoriyuki Zansetsu-Hitbox.png
Available only in Blood Rage


Category