GGST/Nagoriyuki: Difference between revisions

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* Increases Bloodgauge.
* Increases Bloodgauge.
* Persists if Nago gets hit.
* Persists if Nago gets hit.
* Can be cancellable into other specials. Such as, 214HS or 236K.
* Can be cancellable into other specials. Such as, 214HS or 236/214K.
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Revision as of 21:46, 2 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

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Activation
Deactivation


  • Activation does not break the wall. If opponent is in wall splat, will simply knock them down.
  • S and HS moves are heavily buffed.
  • Unlocks an Overdrive to be used: Zansetsu.
  • Disables special moves.

Activation happens when the gauge gets full, deactivation happens when you use Zansetsu or after enough time passes.

The activation has a hitbox that does no damage. If it hits, the opponent is launched far away and forced into a knockdown. if blocked, the opponent is put into a lengthy guard break animation and pushed back a fair distance if not in the corner. These can both help to make the recovery of the activation safer, but be aware that the activation is extremely punishable otherwise.

Normal Moves

  • Data in [ ] refers to Nagoriyuki in Bloodrage (BR).

5P

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  • Important detail about the move goes here

This, along with 2P can be mashed to keep Bloodrage from activating. This allows for some sort of mindgame.

5K

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  • Amazing poke for its speed.

A fast button with respectable range. Juggles the opponent on aerial hit, making it a staple in his combos. Also juggles into itself for easy confirms.

c.S

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  • Does not reduce Blood Gauge on hit or block.

Nagoriyuki uses his shortsword for a quick slash. Mostly combo and blockstring filler due to it's activation range, but very good at what it does.

f.S

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f.S
f.SS
f.SSS

  • One of Nagoriyuki's biggest pokes.
  • Has follow-ups if you keep pressing S.
  • Last follow-up knocks down.
  • Decreases Blood Gauge on connect.

Nagoriyuki first stabs, then slashes with his sword twice, advancing forward with every strike. The first and second hits can be special cancelled, but the third hit cannot.

f.S.S is quite the valuable mixup tool. If nothing is pressed afterwards, Nagoriyuki will feint out the animation for f.S.S.S, which can easily keep the opponent on their toes and often let you get away with escaping a punish. What helps this is that there's a natural frame trap in between the two moves, which will hit an opponent mindlessly pressing buttons if you opt for f.S.S.S. However, since f.S.S.S is -25 on block, cannot be special cancelled, and leads to little reward on hit, it's best to use specials to punish instead. An example is Kamuriyuki, as it gives great reward on counterhit.

5H

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  • Massive reach and massive damage.
  • Hits nearly fullscreen in Bloodrage.
  • Decreases Blood Gauge on connect.

5D

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  • Does not reduce Blood Gauge on hit or block.

Nagoriyuki uses his long sword for a quick overhead. Charged 5D + 8 or CH 5D + 8 will give you the cinematic launch. Even though Nagoriyuki lacks a double jump normally, you can double jump during the launch.

6P

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  • One of Nago's main anti-airs.

Much faster than 2H at the cost of being much smaller. Comes with the benefit of being a lot easier to use in a pinch.

6K

6H

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  • Knocks down on hit.
  • Can be used to OTG; opponent will tech instantly on connect.
  • Decreases Blood Gauge on connect.

2P

2K

2S

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  • Decreases Blood Gauge on connect.

2H

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  • Decreases Blood Gauge on connect.

An absolutely massive anti-air that somehow gets even bigger during Bloodrage. A move this huge will teach you how to anti-air - just don't be too predictable with it.

2D

j.P

j.K

j.S

j.H

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  • Massive vertical hitbox.

j.D

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  • Causes wall bounce on hit.

A stab that hits diagonally upwards in front of Nagoriyuki. This also briefly stalls his air momentum on use.

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Zarameyuki

236S

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  • Mid-range poke
  • Cancels single-hit projectiles.
  • Increases Bloodgauge.
  • Persists if Nago gets hit.
  • Can be cancellable into other specials. Such as, 214HS or 236/214K.

Fukyo

236K or 214K

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Forward
Backward

  • Command dash.
  • 236K goes forwards, 214K goes backwards.
  • Cancelable into itself with a 4 or 6 input while moving.
  • Increases Bloodgauge.

Kamuriyuki

214H

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  • A lunging attack that can knock down the opponent on hit
  • Can cancel into any special on hit or block
  • Increases Bloodgauge

Shizuriyuki

623H

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  • Anti-Air
  • Second hit only comes out on hit or block.
  • First hit can be cancelled into a special

The move you'll be using to extend your combos. The most notable one is 623H > 236K for Midscreen, and 623H(2) > 214H in the corner.

Bloodsucking Universe

623P

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  • Command grab.
  • Empties the Blood Gauge and recovers some health on successful grab.

If this successfully hits, the Blood Gauge's progression is completely halted, no matter how fast it was made to fill beforehand. A buff is then applied for a somewhat short duration which will increase the rate that the Blood Gauge drains when able.

Thanks to its speed, it's very easy to surprise the opponent with this after a few moves, such as a forward-moving Fukyo or the second hit of f.S.

Overdrives

Wasureyuki

632146S

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  • Enters a cinematic if it hits up close.

Nagoriyuki does a swift, large slash that lifts the opponent up into a series of further slashes. If this successfully hits, the Blood Gauge's progression will be completely halted, no matter how fast it was filling beforehand. This makes it your ideal ender for combos that involve chaining a lot of special moves together.

Zansetsu

632146H (while in Bloodrage)

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  • Hits fullscreen.
  • Deals MASSIVE damage raw, and still does plenty after a scaled combo.
  • Exits Bloodrage mode on use.

External References

Navigation

To edit frame data, edit values in GGST/Nagoriyuki/Data. Be sure to update both the move and the move Full sections. One is shown on the Nagoriyukicter page, while the other is shown on the frame data page.

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