GGST/Nagoriyuki: Difference between revisions

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* Persists if Nago gets hit.
* Persists if Nago gets hit.
* Can be cancellable into other specials. Such as, 214HS or 236/214K.
* Can be cancellable into other specials. Such as, 214HS or 236/214K.
Nagoriyuki's only projectile tool. Cancelling it into {{clr|2|236K}} can end his recovery much quicker. This can help you advance towards your opponent more if you follow up with his dash. This special can give multiple mix-up routes when the opponent is blocking given it's advantage on block. For example, you can use {{clr|3|c.5S}} if the opponent tries to mash your projectile or if they precede to block, you can punish them with your command grab, {{clr|1|(263P)}}
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Revision as of 05:59, 20 May 2021



Overview

Template:CharaOverview

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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

5K

c.S

f.S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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

5D

6P

6K

6H

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Decreases Blood Gauge on connect.
  • With Blood Gauge(between 200-300), same range to Bloodrage mode.

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. The immense amount of recovery on this move means your turn ends if it whiffs. However, a counterhit on this can lead to a combo.

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Zarameyuki

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Mid-range poke
  • Cancels single-hit projectiles.
  • Increases Bloodgauge (+90/300).
  • Persists if Nago gets hit.
  • Can be cancellable into other specials. Such as, 214HS or 236/214K.

Nagoriyuki's only projectile tool. Cancelling it into 236K can end his recovery much quicker. This can help you advance towards your opponent more if you follow up with his dash. This special can give multiple mix-up routes when the opponent is blocking given it's advantage on block. For example, you can use c.5S if the opponent tries to mash your projectile or if they precede to block, you can punish them with your command grab, (263P)

Fukyo

236K or 214K

Kamuriyuki

214H

Shizuriyuki

623H

Bloodsucking Universe

623P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

If this successfully hits, the Bloodgauge'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

Zansetsu

632146H (while in Bloodrage)

External References

Navigation

To edit frame data, edit values in GGST/Nagoriyuki/Data.

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