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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
Please feel free to make edits, but include edit summaries and sources where applicable.
- 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
- 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
- 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
- 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
- GGST Nagoriyuki f.S.png
Neutral.
- One of Nagoriyuki's biggest pokes.
- Has follow-ups if you keep pressing .
- 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
- Massive reach and massive damage.
- Hits nearly fullscreen in Bloodrage.
- Decreases Blood Gauge on connect.
- With Blood Gauge(between 200-300), same range to Bloodrage mode.
5D
- Does not reduce Blood Gauge on hit or block.
Nagoriyuki uses his long sword for a quick overhead. Charged 5D + or CH 5D + will give you the cinematic launch. Even though Nagoriyuki lacks a double jump normally, you can double jump during the launch.
6P
- 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
- GGST Nagoriyuki 6K.png
Big steppy
Stomp on the ground. Main way to lead into 623H after a 5K.
6H
- Knocks down on hit.
- Can be used to OTG; opponent will tech instantly on connect.
- Decreases Blood Gauge on connect.
- With Blood Gauge(between 200-300), same range to Bloodrage mode.
A sword slash downwards. Due to its damage, knockdown, and the rate that it decreases the Blood Gauge, this is a good ender for certain combos.
2P
2K
2S
- Decreases Blood Gauge on connect.
Can hit opponents trying to low profile your other moves.
2H
- 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
Standard air-to-air poke. Gets longer in Bloodrage, making it less standard and more bloody.
j.H
- A jumpin with a massive vertical hitbox that gets even larger in Bloodrage.
- With Blood Gauge(between 200-300), same range to Bloodrage mode.
j.D
- Causes wall bounce on hit.
A stab that hits diagonally upwards in front of Nagoriyuki. This also briefly stalls his air momentum on use. Mainly gets its use in Dust combos, but can probably work as an air-to-air for opponents above you.
Universal Mechanics
Ground Throw
Air Throw
Special Moves
Zarameyuki
236S
- GGST Nagoriyuki Zarameyuki.png
No Hibiki in Tag, but Hibiki in STRIVE.
- 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
- Command dash.
- 236K goes forwards, 214K goes backwards.
- Cancelable into itself with a or input while moving.
- Increases Bloodgauge(+40/300).
Kamuriyuki
214H
- GGST Nagoriyuki Kamuriyuki.png
- A lunging attack that can knock down the opponent on hit
- Can cancel into any special on hit or block
- Increases Bloodgauge (+90/300)
Shizuriyuki
623H
- Anti-Air
- Second hit only comes out on hit or block.
- Increases Bloodgauge (+90/300)
- 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
- 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
- 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)
- Hits fullscreen.
- Deals MASSIVE damage raw, and still does plenty after a scaled combo.
- Exits Bloodrage mode on use(on blocked/on hit).