GGST/Nagoriyuki/Okizeme

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Okizeme

Key Knockdown Moves

6HEnd combos early for blood drain and a reliable HKD
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(...) > (c.S/5K/2K) > 6H, 236K, (c.S/2K)
6H can be used as a reliable combo ender without regard for screen position to secure a Hard Knockdown and drain a reasonable amount of blood. After an opponent has been launched, 2K > 6H connects reliably from most spacings, or c.S/5K can be used as higher damage options. At higher blood levels, against crouching opponents, or on a counterhit, 5K > 6H combos even on grounded opponents for a bloodless Hard Knockdown. After 6H's Hard Knockdown, 236K reliably autotimes a meaty c.S or 2K

OTG 6K/2KGet a little extra damage and a reliably autotimed meaty after a Hard Knockdown
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(...) > (214H/2D/Air Throw) > OTG 6K > 236K, (c.S/2K)
Many of Nagoriyuki’s combos can lead into 6K OTG. Some examples of such moves include Air Throw, 214H and CH 5H. The damage and normalized knockdown timing of 6K OTG makes it a decent option, but it comes at the cost of blood when cancelled into 236K for an autotimed meaty (c.S/2K).

As always when playing Nagoriyuki, the blood gauge has to be carefully considered when taking okizeme. If the blood gauge is high, the extra blood accumulated from 236K might not be worth the okizeme. It’s sometimes better to OTG with 6H for some extra damage and blood drain at the cost of okizeme, allowing your opponent to reset to neutral.

f.SSS
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(...) > f.SSS
Leads into a knockdown, but it has a lot of pushback and recovery frames. Do note that f.SSS cannot be special canceled into 236K, so you'll have to time it when Nagoriyuki's recovery frames end to create a mix-up opportunity. f.SSS is not particularly rewarding from the perspective of damage or oki, but it does drastically reduce the Blood Gauge.

5H
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(...) > 5H > 236K
A knockdown move that knocks the opponent far away on hit. Cancel into 236K in order to keep up the pressure.

Charged 5D
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5[D] > (...) > Finishing Blow > 236S > 236K
The combo from a charged Dust drains almost 2 Blood Bars and leaves you at +23 for meaty Clone > Fukyo oki.

Ground Throw (4D or 6D) - Nagoriyuki has many good options after a Ground Throw:

6P Frame Kill

(corner) 4D or 6D > 6P (whiff)
6P is 1 frame slower to recover than 6K, giving you access to an autotimed meaty 2K that is safe from 10f or slower reversals, notably  Ky's DPsGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28],  Axl's Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2,  Jack-O's FEDGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41,  Leo's Front Turn SuperGGST Leo Whitefang Liedenschaft des Dirigenten.pngGuardAllStartup10+1Recovery43Advantage-33, and  May's Orca SuperGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery55Advantage-31

Delayed Fukyo Forward

4D or 6D > dl.236K
Delayed 236K after Throw is your best oki for strike/throw but it costs 43.2 Blood and requires manual timing.

You may also fake a meaty with a slightly early 236K, whiff your meaty button, then Bite them. All fake meaties are vulnerable to wakeup throw, except for immediate 236K > 5P.

5P Clone Fukyo

4D or 6D > 5P (whiff) > 236S > 236K
Very meaty Clone setup. Most notable for beating  Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-.

Against invincible Overdrives and with 50 Tension, it is possible to buffer a kara Wasureyuki (632146H~S) at the end of the super freeze due to Fukyo's special-cancel property. This is very hard to time, however, as you will only have as little as a 5 frame buffer, depending on how fast the opponent's Overdrive comes out after the super freeze.

Frame Advantage on select HKD enders

No cancel
Combo Decay before HKD ender Sample combo 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 Advantage 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 Advantage
0 Raw Move +67 +56
5 5K +67 +56
10 5K>6K +67 +52
15 f.SS +66 +49
20 5P>5P>6P +64 +46
25 6P +63 +42
Special Cancel into 236KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A
Combo Decay before HKD ender Sample combo 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 Advantage 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 Advantage
0 Raw Move +65 +52
5 5K +65 +52
10 5K>6K +65 +48
15 f.SS +64 +45
20 5P>5P>6P +62 +42
25 6P +61 +38
Special Cancel into 214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A
Combo Decay before HKD ender Sample combo 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 Advantage 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 Advantage
0 Raw Move +74 +61
5 5K +74 +61
10 5K>6K +74 +57
15 f.SS +73 +54
20 5P>5P>6P +71 +51
25 6P +70 +47

Key Okizeme Options

c.SThe Party Starter
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A great meaty option for many reasons. Fast startup, 6 active frames, great reward on counter hit, plus on block and the most gatling options out of any normal. The downsides are that you have to be close enough to not get f.S and it only narrowly outranges reversal throws. It's many active frames should give you a relatively generous window to meaty a reversal throw attempt however, so that is only a minor drawback. c.S is a great option after a close OTG 6H > 236K.

2KAnti-FD Agent
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A quick low to beat opponents walking back on their wake-up. 2K has the least pushback out of your normals, making tickthrows possible even against FD with sequences like 236K > 2K > microwalk 623P. Gatlings into 2D to loop back into more oki. Walking back against Nagoriyuki's oki is a low risk option to avoid the strike/throw mix-up, but it only works when waking up at the tip of Bloodsucking Universe's range. 2K beats this otherwise safe option, so use it if the situation calls for it. When timed right, meaty 2K > 5P will link while also being safe to 10f reversals and slower. 6H OTG > 236K will set this up for the link but only meaty enough to recover in time for 11f reversals which notably still includes both of  Ky's Vapor ThrustsGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28],  Axl's Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2,  Jack-O's FEDGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41, and  Leo's Front Turn SuperGGST Leo Whitefang Liedenschaft des Dirigenten.pngGuardAllStartup10+1Recovery43Advantage-33. On block, this setup will leave Nagoriyuki +2 on block instead of the usual -1.

6H
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A decent meaty option. Has many active frames, great reward on counter hit, and is a Guard Crush, which deals a lot of chip damage. However, it is -2 on block and cannot be special canceled, making it weaker than it would seem. The disjointed hitbox of 6H allows it to clash with invincible reversals and potentially avoid YRC at range. In order to take full advantage of the disjointed hitbox, meaty the opponent with 6H at its maximum range. Compared to c.S, 6H has less pressure options on block, less reward on normal hit, and slower startup, making it a weaker option overall.

623P
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The throw in strike/throw. It is important to be aware of the 5 frames of throw invincibility on wake-up in GGST. Due to this, throws can never truly be "meaty" and can only land on frame 6 after wake-up at the earliest so time it accordingly. Nagoriyuki has throw invincibility himself during this move so it naturally beats reversal throws. Since meterless reversals are only strike invulnerable, throws have a narrow window to beat meterless reversals after the wake-up throw invincibility and before the hitbox become active.

Notably good against Anji since it beats his counter Overdrive. Keep in mind that every character has a 5F or faster normal, so mashing jab is a universal answer to this option.

236S
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Hits meaty when delayed off 6H OTG or after 623P/Throw. Can tick throw or continue pressure on block, confirm on hit, or hold block during the flash on reversal super and punish. Can also hold back to block reversal DPs but it's harder to confirm off of.

Bloodsucking Universe: The Demonic Pressure Starter

Many characters have access to improved okizeme and pressure strings in the corner. Nagoriyuki is especially threatening in the corner if he manages to land Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA (623P). Landing 623P essentially grants Nagoriyuki an extra 280 Blood points to spend if the special moves are used while the gauge is still decreasing. The okizeme from the command throw in combination with liberal special move usage allows for extremely oppressive pressure sequences.

Here are just a few setups of after BSU's knockdown:

Fukyo > c.S

623P > 236K > c.S
This setup is great for establishing an advantageous situation for a low Blood cost. It automatically times a last frame active c.S, leaving you at a whopping +8 frames. Due to Fukyo's momentum and against a normal blocking opponent, it is possible to frame trap even 3f buttons with another c.S.

Unfortunately, it loses an immediate tick-throw opportunity against FD, and suffers even more against IBFD, which forces you to spend even more Blood to re-establish pressure. Due to Fukyo's momentum, you are also unable to walk back and delay c.S to target fuzzy options without opening yourself up to a Back Throw.

You recover in time to block 12f and slower reversals, such as  Axl's Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2, and  Ky's and  Sol's H DPs.

Use this setup midscreen where you will have to Fukyo Forward to close distance, and in the corner against opponents who don't FD your meaties.

Meaty Clone

(corner) 623P > 2P (whiff) > 236S
A setup that ignores any pushback from FD due to Clone being a projectile, enforcing an immediate strike/throw situation in the corner for 90 Blood. You are left at +5 frames, which makes an immediate c.S throwable, but you get enough space to walk back c.S against non-Big Body reversal Throws and frame trap fast enough to catch other abare. Against Nagoriyuki and Potemkin, you will have to frame trap with immediate 2P, or hard read with Backdash or Jump.

The Clone's many actives frames make it impossible to backdash, but raw Clone is impossible to make invincible reversal-safe.

Use this setup to enforce strike/throw against opponents who like to FD your pressure in the corner.

Meaty Clone Fukyo

623P > 5P (whiff) > 236S > 236K
The same setup for midscreen, requiring more Blood for the same situation.

You're +7 and left with enough spacing midscreen to shorten Fukyo and walk back against reversal Throws even against Big Bodies.

Against invincible Overdrives and with 50 Tension, it is possible to buffer a kara Wasureyuki (632146H~S) at the end of the super freeze due to Fukyo's special-cancel property in its later frames. This is very hard to time, however, as you will only have as little as a 5 frame buffer, depending on how fast the opponent's Overdrive comes out after the super freeze. This technique effectively gives you the only way to "Safe Jump" reversals on a BSU knockdown.

Use this setup midscreen to enforce strike/throw against opponents who like to FD your pressure, or to make yourself safe against an Overdrive if you have the necessary Tension to kara Wasureyuki.

5P Frame Kill

(corner) 623P > 5P (whiff) > (...)
Whiffing 5P leaves you at +20 and gives you several options that don't require Blood to mix the opponent up:

  • (...) > 5P > Walk Back c.S (Excellent at catching reversal Throws and Backdashes, but loses to Nago's and Pot's Throws)
  • (...) > 5P > 5P (Meaties with a +1 OB 5P, and fourth 5P catches reversal backdashes)
  • (...) > dl.c.S (Meaties with c.S, but requires manual timing)
  • (...) > 2P > 623P (Auto-times a meatiest possible Bite)

2P > 214H Option Select

(corner) 623P > 2P (whiff) > 214H > 236S~6D
A midscreen Option Select setup that covers mashing, backdashes, and jumps while setting up an advantageous situation for 180 Blood on block.

On block and hit, the 6D input will get eaten by Clone's animation, and you will get 214H > 236S into either a combo or +5 on block. If the opponent backdashes, the 236S input will get eaten by Beyblade's whiff, and you will punish with a Throw right as 214H recovers.

The downsides to this setups are its vulnerability to YRC and reversal, as well as the fact that it costs almost 2 Bars of Blood to use.


Don’t think you’re restricted to the sequences listed here; these examples are just the tip of the iceberg. The number of ways to mix up Nagoriyuki’s pressure routes is essentially infinite. Become one with the Blood Gauge, and go wild!

Safe Jumps

GGST Nagoriyuki jH.png

A safe pressure option that beats invincible reversals. Typically requires setups since the timing for the jump is strict and you have no tell to base that timing on. You are able to safe jump off almost any f.SSS ender.
Safe jump video compilation:

Setups

Universal Safejumps

All of these safejumps

  • Work against all reversals
  • Work in the corner (unless otherwise noted)

Universal Safejump List:

  • c.S > f.SSS > sj9 > j.H
  • [4D or 6D] > rising j.P > j.H (auto-timed)
  • [5K/c.S/f.S/5H/214H] > 623H> 236K, c.S > f.SSS > sj9 > j.H
    • All but 5H work midscreen. c.S juggles high enough for a sideswitch when your back is in the corner
  • [Any except 6P, 623P, or 4/6D] > RRC~c.S > f.SSS > sj9 > j.H
  • 236S > 236K > c.S > f.SSS > sj9 > j.H
    • Works midscreen
  • CH [5P/2P/5K/2K] , c.S > f.SSS > sj9 > j.H
  • 6P > 214H > j9 > j.H
    • Works anywhere
  • CH 2D > 623H , f.SSS > sj9 > j.H
  • CH [6K/2S] , 623H> 214K, f.SSS > sj9 > j.H
  • [j.K/j.H] , c.S > f.SSS > sj9 > j.H
  • CH 214H > 236K , c.S > f.SSS > sj9 > j.H
    • Possible from roundstart distance
  • CH 623H > 236K , c.S > 236K , c.S > f.SSS > sj9 > j.H
    • Possible from roundstart distance
  • CH c.S > 6H > 623H > 236K , c.S > f.SSS > sj9 > j.H
    • Only possible midscreen - will wallsplat in or near the corner
  • (BL1+) CH c.S > 5[D] > 5K , f.SSS > sj9 > j.H
    • In the corner
  • CH 6H > 236S > 236K , c.S > f.SSS > sj9 > j.H
    • Possible from roundstart distance
  • CH 5H > 236K > 623H > 236K , c.S > f.SSS > sj9 > j.H
    • Possible from roundstart distance
  • CH 2H > 236K > 5K , f.SSS > sj9 > j.H
    • Possible from roundstart distance
  • 2H > 623H > 214K , f.SSS > sj9 > j.H
    • In the corner
  • 2H > 236K > 623H > 236K , c.S > f.SSS > sj9 > j.H
    • From further than midscreen
    • Usable as a reversal super punish for options after blocking supers that push you out on block such as Ky's Ride the LightningGGST Ky Kiske 632146H Range.pngGuardAllStartup8+1Recovery99Advantage-82
  • 214H > sj9 > j.H
  • For all of these safe jumps, in the corner, you can OS by holding 4 and then pressing S shortly after you land to cover backdashes. If the j.H hits or is blocked, you will get c.S. If the j.H whiffs due to passing through an invuln reversal, you will be blocking the reversal (due to your holding 4) so c.S won't come out. If the j.H whiffs due to a backdash, you won't be in blockstun so the c.S will come out on time to catch all backdashes.
  • Midscreen you can use a similar OS by holding 1 and pressing S to get 2S to come out. A properly timed press will cause 2S to come out and catch 20f or slower backdashes, but light characters can backdash and will recover in time to block your 2S.

Miscellaneous

Air Hit 6H into 6KStomp Oki
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(...) > AA 6H > 236K > 6K
By performing any combo where the opponent is airborne and hitting them with a 6H before they land, you can do 236K and meaty with an autotimed 6K. While 6H OTG is much better in many cases, 6K has one advantage that 6H OTG does not, which is a guranteed chance to get Bloodsucking Universe if it counterhits. It's not a bad option on block either, if you are willing to spend some blood. Frametrapping with delayed 623H or non-delayed 214H will yield counterhits, and you can back off with 214K. Once you have conditioned them to block, you can bite them to recover your blood. Unlike setups from 6H OTG, 6K is only -2 at best, so you have to use 214H, 623H or 214K to beat mashing.

Pressure

Nagoriyuki’s pressure is one of his most unique traits, due to his ability to cancel specials into other specials. This requires you to rethink the way you typically pressure opponents, and requires the opponent to rethink how they defend. Clever use of his pressure tools will allow you to obliterate opponents thanks to Nagoriyuki's tremendous damage output. Mastering Nagoriyuki's unique pressure is essential to achieve victory.

Strike / Throw Mix-Up

The sweet Blood, oh, it sings to me!

Nagoriyuki lacks conventional overheadsNagoriyuki has one in 623HH, but it's not comboable without meter, only comes after 623H, and costly, meaning Nagoriyuki doesn't really use this one for his main pressure. and has poor jump-in and cross-up options. Instead, Nagoriyuki specialises in strike/throw mix-ups, using powerful normals and throws. After initiating any blockstring, you have the options of either continuing the string with strikes or mixing in a throw. Your opponent has three main options: continuing to block, jumping or attacking. Choosing to finish the string with strikes will interrupt jumps or attacks, but gives up your turn against blocking opponents. Throwing will open them up if they block, but loses to jumping and attacking.

Bloodsucking Universe (623P) is Nagoriyuki's command throw. Landing it, or at least threatening with it, is important to condition the opponent to jump or mash, which allows you to open them up with frame traps. Use Nagoriyuki’s various gatling options and special cancels to frame trap opponents that fear 623P. Kamuriyuki (214H) and Shizuriyuki (623H) are especially useful for frame traps if no gatling options are available. Note that there is a 5f throw invulnerability window after blockstun, meaning that many tick throw setups require a minor delay between the attack and the command grab or else the grab will whiff.

There are several ways to initiate strike/throw mix-ups. Connecting f.S or 2S on hit or block is one of the simplest ways of doing it. You can also meaty your opponent’s wake up with either c.S, 6H or 623P. If you connect a move and knock them down, meaty them again. They will be forced to block at some point, which allows you to transition to Nagoriyuki’s various blockstrings to frame trap them.

GGST Nagoriyuki gatling flowchart.png

Sample Blockstrings

The following are some basic, useful blockstrings. If you're new to Nagoriyuki, these will help you get your gameplan started. Keep in mind that any move in any of the listed sequences can be canceled into Fukyo to initiate the mind games discussed in the previous section.

236K > 623P or c.S / 2K > 623P
Most commonly seen after OTG 6H, Fukyo Forward's momemtum allows at least 2 strike/throw opportunities. First one is directly after 236K and second one after a blocked normal. Against FD, 2K has to be used, otherwise you're too far away even with Fukyo's momentum.

(c.S) > f.SS > 214H / 623P
Using f.SS into 214H leaves a natural 1f gap frame trap. If you initiate the string up close, start with c.S and manually delay f.S to frame trap. 214H should be your first option for finishing the string in order to test the opponent’s patience. On block, use 214K after 214H to safely disengage and avoid being punished with Throw. If your opponent respects 214H, mix it up with 623P.


(c.S) > 5K > 6H > (dl) 214H > 214K
c.S > 5K > 6H are all auto-timed frame traps. 6H > 214H is a powerful frame trap, but requires a slight delay. 214H > 214K is +2 on block, allowing you to either continue pressure if 214H is blocked or whiff punish a missed button. If your opponent respects the this string, you may start resetting with 6H > 236K or 214H > 623P.


2S > 5H > (dl) 214H
A blockstring that starts from Nagoriyuki’s best low. Best used at Blood Level 3, as 2S > 5H will naturally combo and give you an OTG 6H extension after 214H. After blocking 2S at close range, the opponent can interrupt 5H with fast buttons if you have 0 Blood bars. In this scenario, skip 5H and go straight into 214H.


(...) > 214H > (dl) 623H(H) / 214K
214H into 623H is a true blockstring if done as fast as possible. Preferably, delay 623H to create a frame trap. If your opponent challenges you after blocking 214H, use 623H to counter hit them. The second hit of 623HH, allows for yet another frame trap, should they block the first one. The risk of being counter hit by either hit of 623HH means that the opponent is likely to block if you condition them to. Reset with f.SS is they're respecting the second hit of DP. For a more reserved option, 214K allows you to safely retreat.

c.S > (5K) > 6K > 214H
This string is a good command grab set up. 6K needs to be done relatively close to the opponent and they have to be not using FD in order for Nagoriyuki to be in range for the throw. Use 214H instead of 623P for a natural 1f gap frame trap, which is tight enough to catch reversal throws as well.

Clone Pressure

236S is +5 on block by itself and +4 when canceled into 236K to close the gap and initiate pressure. Due to being a projectile, 236S will not cause pushback on FD, allowing you to get a tick throw off it. Useful if the opponent starts using FD on your other blockstrings. Use c.S as a strike mix-up for 623P. Aware opponents will mash Throw against c.S, you can either replace it with 5P, or space yourself outside Throw range with 236K4 for a devastating shimmy.

Clone Fukyo:

Clone > Short Fukyo > c.S
Medium

236S > 236K[4] > c.S
Midscreen, it is always possible to shorten Fukyo in order to space yourself outside Throw range while still being in c.S's range. A great callout to reversal Throw, but loses a tickthrow opportunity if c.S is blocked due to cutting Fukyo's momentum short.

Against Throws with normal or short range, you can simply hold [4] and press c.S as soon as possible. Against longer Throw ranges ( Nago and  Potemkin), microwalk back for a few frames before pressing c.S.

In the corner, the mask horn closest to your opponent has to be under the round start timer before Clone > Fukyo for you to outspace Throws. If you're any closer, use other options.

Clone > Fukyo > Backdash or Jump
Easy

236S > 236K > (backdash > 6H) or (jump > j.H)
If you're too close to shimmy with c.S, but are sure that your opponent will reversal Throw, you can either backdash or jump and score a massive Counter-Hit combo. Obviously, this options should only be used on a hard read, as it gives up any sort of pressure if your opponent chooses literally anything else than reversal Throw.

Clone without Fukyo:

Clone > 2P
Medium

214H > 236S > 2P
Unlike c.S, does not lose to reversal Throw. Use when you're point-blank to your opponent. However, 2P has notably lower reward, requiring either you either to spend Blood after already using up a lot on 236S, or a Counter-Hit to combo.

Clone > Backdash or Jump
Easy

214H > 236S > (backdash > 6H) or (jump > j.H)
If you're too close to shimmy with c.S, but are sure that your opponent will reversal Throw, you can either backdash or jump and score a massive Counter-Hit combo. Obviously, this options should only be used on a hard read, as it gives up any sort of pressure if your opponent chooses literally anything else than reversal Throw.

Fukyo Mix-Ups & Pressure Resets

When pressuring with blockstrings, varying your offense is key to opening up your opponent. Fukyo forward (236K) is one of Nagoriyuki’s main pressure tools, as it allows Nagoriyuki to mix in throws. For example, try using 2S > 236K. After the dash, you can use a strike or a throw to open the opponent up. Throws are vital tools for Nagoriyuki, but their timing must be varied, lest a skilled opponent catches on to your timing and employs counterplay. Keep your offense unpredictable by mixing up Fukyo forward with Fukyo back (214K) and by using various options from either version. Remember that cancelling Fukyo's gliding momentum can be done by pressing the direction opposite to the one you Fukyo'd in. Doing a Fukyo back during a blockstring and instantly cancelling its momentum by walking forward puts Nagoriyuki right in range for his long normals to do their work, so make sure to practice this technique.

You don't have to land a direct hit to be rewarded. For example, if you use 214K > 2S and the opponent chooses to block, you will deal chip damage and R.I.S.C while remaining safe and having the option of canceling 2S into another special, effectively resetting your pressure. The more ambiguous your mix-up becomes, the greater the chance that your opponent will make a mistake. Resetting pressure increases the mental burden on your opponent due to the R.I.S.C gauge increasing and the ever looming threat of throws. They have to try to escape eventually, allowing you to punish if you have the right read. Due to Nagoryuki’s specials being special cancelable, you always have the option of going for another strike, no matter which move you connected on block, if you have Blood to spend.

The opponent’s options for defending against Fukyo mix-ups include blocking, jumping, back dashing, mashing or using an invincible reversal. The following matrix shows some basic counterplay to said options.

Fukyo Mix-Up Matrix
  Option Opponent's defensive option
Block Jump Back dash Poke into block Continuous pressing Meterless Reversal Invincible Overdrive
236K, c.S Neutral (+3) Tons of plus frames Punish1 Countered Countered Punished Punished
236K, 6D / 623P Knockdown
Whiff into a CH punish
Countered Countered Knockdown Countered
214K, 2S / f.S Blocked Safe whiff Safe whiff Whiff Punish2 Whiff Punish Varies3 Varies3
214K, 236K, 623P Knockdown Big whiff, possibly preventable4 Knockdown Countered Knockdown5 Countered4
Notes 1: Depends on positioning and the speed of the opponent’s backdash. At close range, c.S > 236K > c.S can punish. At longer ranges, 5H > 236K > 2S can punish.
2: Varies depending on Blood Gauge and the blockstun of the blocked move.
3: Depends on the range and frame data of the reversal, as well as how far the chosen move extends Nago's hurtbox.
4: Varies depending on timing. If the opponent uses their option early, it's possible to react and switch out 623P for appropriate counterplay.
5: Timing dependant. An instant reversals whiffs, allowing a punish. A delayed reversal will hit Nago during his forward movement, and a very late one will be interrupted.

Knowing which option beats which isn't always enough, as the differences in risk/reward can be somewhat complicated. In the next section, we will take a deeper look at Fukyo mix-ups to for a more nuanced understanding of how to beat each of the opponent's defensive options.

Fukyo Forward options


(...) > 236K, 6D / 623P
A basic throw mix-up to punish blocking. 6D is the faster of Nagoriyuki's throws, making it easier to land. 623P is slower and riskier, but more rewarding as it depletes the Blood Gauge. Use the latter when the opponent has been conditioned to block. This option loses if the opponent reacts to 236K and mashes, jumps or back dashes.


(...) > 236K, c.S
A basic strike mix-up. This option functions as safe pressure against many defensive options. If the opponent jumps and blocks c.S, they will be at a large frame advantage and take a lot of R.I.S.C. This option is unlikely to lead to more reward than continued pressure, and characters with evasive jumps can make c.S whiff in many situations. This can be punished by using...


(...) > 236K, j.6D
A rewarding call-out against jumping. Combos into the powerful 6H OTG finisher. Keep in mind that jumping is inherently risky for Nagoriyuki, the risk/reward ratio isn't worth it unless you're certain of the opponent's next move. In other words, this option should only be used as a hard read if the opponent has a habit of chicken blocking often.


(...) > 236K > 623H
Murder your opponent for mashing! This more technical strike mix-up is very rewarding when it lands. From H normals, a Fukyo cancelled 623H trades with 6f normals, assuming your opponent reacts as soon as possible, which they often do not. With just a little bit of RISC, 623H leads to practical Touch of Death combos anywhere on the screen. Just keep the hefty Blood Gauge increase in mind, as a simple block can negate this option.

Fukyo Back options


(...) > 214K[6] > 2S/f.S/5K/2K
A strike mix-up. 214K allows Nagoriyuki to dodge responses and punish with strikes. It's not possible to discern between 236K and 214K due to their identical start-up animations, forcing the opponent to guess. If the opponent goes for a single, fast poke attack, commonly 2P, they can recover quickly enough to be able to block Nagoriyuki's strike. This depends on a variety of factors, including distance to the opponent, distance to the wall, the frame data of the opponent's move, which move Nagoriyuki cancelled from, and Nagoriyuki's current Blood level.


(...) > 214K, 236K, 623P
An advanced command throw mix-up. This option is a hard read against the opponent’s strike into block option. 214K dodges the strike, allowing the user to punish them with 623P. If the opponent wants to cover for this option with strikes, they would need to continue pressing, making them vulnerable to 214K > strike. Keep in mind that both of these options lose to jumping, be ready to employ appropriate counter play.


(...) > 214K[6] > [1]
Sometimes, a simple Block is the best option. Especially useful against DP-happy opponents, or those who are trying to escape from the corner with an IAD, allowing you to Air Throw on reaction.

Some enemy options discussed so far are character-specific, and others are resource dependent. Options such as Burst and YRC will further complicate the situation and require their own call-outs or option selects to beat. Always keep an eye on your opponent’s resource gauges when you make your decisions. Don't become too cautious though, or you will end up giving up your pressure too often.

Analyse your opponent's patterns, stay unpredictable, and of course, have fun!

Corner Pressure

Nagoriyuki's options are stronger against a cornered opponent, his combos particularly so. Normally, c.S can't combo into itself due to pushback, but it will combo into itself against a cornered opponent. This can be combined with 623H (1) > 236K for strong juggle combos. Cranking up your damage output increases the mental burden on your opponent, increasing the chance that they make mistakes.

Corner Footsies

Backwards movement is an essential strategic option. For example, while under pressure, backwards movement allows one to disengage from the opponent. However, using backwards movement brings the character closer to the corner. With their back to the wall, there is no space to escape to, meaning the backwards movement options become unavailable. You can think of the space behind your character as a resource that depletes when you move backwards. When your opponent is cornered, Nagoriyuki can maximise the benefit of said positional advantage by making use of his massive range.

Place Nagoriyuki about a 2S away from the cornered opponent. This is the spacing in which he can threaten with 2S and other moves. Due to the possibility of being hit by a low, the opponent must think twice before moving. Any movement option will lose the crouch guard input, which makes it punishable. When the Blood Gauge fills up, the range of Nagoriyuki's H normals are magnified significantly. Nagoriyuki can use the massive range of 5H and 2H to pressure opponents from safer distances than most characters, reducing his risk of being counter poked. Get comfortable with the range of 5H and space it from its tip range. Use 2H if an opponent tries an air escape. This is safe strategy that still allows you to go for mix-ups with Fukyo (236K / 214K).

When in the corner, your opponent has two main options for escaping: Counter poking and escaping through the air, typically with a super jump or air dash. Vary your options to cover for these escape attempts.

  • Use back and forth movement and space control tools to cover for counter poking. Your opponent can challenge you with either a fast attack or a long attack. A fast attack can stop your pressure up close, but runs the risk of whiffing at longer ranges. A long attack will reach further out, but their slower speed makes them susceptible to counter hits. Varying your spacing with back and forth movement makes it difficult for your opponent to discern which attack to go for, increasing the likelihood that they will make a mistake. Punish them if they whiff a short attack, and go for pokes like 2S or 5H occasionally to check their long attacks. Checking with pokes also stops them if they dash in for a throw. Confirm into combos if your pokes hit. 2S and 5H are negative on block, but by spacing them at tip range and occasionally special canceling, your opponent will have a hard time punishing.
  • Deny their air escape. While spacing and checking the opponent, spy for their movement options. An air escape usually loses to a preemptive 2H, which will force them back into the corner with Nagoriyuki in an advantaged state, even on block. You can also air throw them on a read. As long as you don’t swing too often, you will have many opportunities to interrupt their air escape.
  • Capitalise on their fear. If you manage to condition your opponent to play passively, incorporate Fukyo mix-ups, such as the occasional 236K into 6D/623P, in order to keep the opponent on their toes. If you have 50% Tension, it's a great idea to PRC 6D/623P for safety, should it whiff. You can also fake a throw by using 236K and then 214K in quick succession. This option can bait out attacks and gives you an opportunity to punish. If they block or jump, this option puts you back at poke range where you can continue to check them with 5H and 2H.

Pressure with Tension

Nagoriyuki naturally builds a lot of Tension during his blockstrings. While Blood is the primary resource Nago uses for pressure, Tension is an important secondary resource that helps to both regain back some of the Blood and extend pressure even further. In addition, having spare Tension allows Nago to cover his mistakes on offense, such as whiffing 623P, and provides threatening overhead options (5D) to his mix-ups, beyond simple strike/throw:

f.SSS RC

Your most important option bar none. f.SSS RC is a Swiss-army knife of pressure extenders:

    1. Drains 64.8 Blood on block (115.2 on hit)
    2. Extends your blockstring
    3. Gives you a high-damage, potentially Burst-safe combo on hit, amplified by the fact you have just recovered more than a bar of Blood.

It is hard to overstate how good of an option f.SSS RC is. When you're not sure what to spend your Tension on, use f.SSS RC.

Easy

f.SSS > 88RRC > j.H > 2S > 5H
Good option to recover a tiny bit more Blood from j.H and 5H and build more RISC. Use this against characters that you would rather prefer keeping at mid-range. You can also mix up j.H with land 2K > 2D, or land 623P. Both options are fuzzy blockable/jumpable, however. On hit, provides a completely Burst-safe conversion for a ton of damage and a Wall Break.

Medium

f.SSS > dl.66PRC~(strike/throw)
Bait your opponent into thinking you weren't going to RC and stuff their punish instead. Faster buttons are generally better at baiting buttons but you can use any normal if you so choose. This option ends your pressure in a safe way. For the 623P option, FD may push you out too far for 623P to connect even with drift RC, so visually confirm you're in range before committing to a Bite. Also, learn the timing of the earliest grab opportunity so as to not whiff due to them not leaving blockstun for long enough. On normal hit, 2S > 2H for massive damage. On Counter-Hit, you can get a meterless combo with a 2K pick-up.

Hard

f.SSS > RRC~236K > (strike/throw)
Get in their faces for the cost of only one Fukyo. 44RRC~236K is +3 when fast cancelled as early as possible. While technically grabbable if you don't commit to Bite, this option looks visually confusing and gives your opponent little time to react. Because of the Fukyo cancel, it completely ignores FD and can enforce strike/throw even against opponents who can consistently IBFD. c.S trades favorably with 4f moves and loses to 3f. Use 5P against 3f moves instead.

Hard

f.SSS > 44RRC (block/hit) or 44PRC (whiff)
An OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. against invincible reversals. You get a red RC on block or hit, and a purple RC if they DP/super. Drifting back makes every meterless reversal in the game whiff, robbing them of the option to RC on block. This option has a 2 Frame window against fastest (9 Frame) reversals in the game. Learn its timing to make your opponent regret disrespecting your pressure and punish them accordingly.

Cheeky Ways to Bite

Hard

66BRC ~ 623P
Jump scare your opponent by grabbing them from a ridiculous range. Hits from slightly closer than round start range. A common way to use this is when you can meaty but are slightly outside Bite's range, such as far hit of 5H or 6H.

Very Hard

(f.SS or f.SSS) ~ 66PRC~623P
Tilde means that the next rekka hit gets PRCed before it connects with the opponent. A sneaky way to land 623P in-between the f.SSS hits. Due to the fact that f.SS and f.SSS move you significantly forward, landing Bite is possible even from far away against an opponent using FD. The PRC window is 3f for f.SS and 4f for f.SSS. The later the cancel happens, the more distance it will cover.

Grab Whiff > PRC

Cover up a whiffed grab with a Roman Cancel. You should visually confirm the grab whiffed before pressing the RC button, as doing it early on a successful grab will result in you cancelling it before it deals damage:

Fast PRC options

Hard

623P (whiff) > 66PRC~6P
Some characters, such as Faust, can combo from their jump normal even if they press it on the way up, meaning they can use them much earlier than other characters. Fast PRC > c.S is too slow to be used on reaction against these characters, so it should be replaced by 6P instead. Its upper-body invul effectively gives you 7 frames of more leniency to react PRC.

Hard

623P (whiff) > 66PRC~623P
This one is better used when Bite whiffed for some reason other than jump or backdash, such as from too much distance or their wake-up throw invul not having run out yet. You are at a mental frame advantage here, since the opponent will need time to process that you even attempted a Bite, then try to punish it.

Slow PRC options:

BRC

Very Hard

(5K jc9) > 66BRC > 5P > 6H > 236K > (strike/throw)
This setup leaves you at exactly +6 point-blank (ignores FD), meaning c.S will beat any mash attempt, including Throw. If they get hit by 5P > 6H, you can confirm into 623H for a full conversion.

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