GGST/Nagoriyuki/Combos

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Nagoriyuki


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Notation

Blood Level and Blood Rage

Some combos are only possible with a certain amount of blood due to the decreased startup and increased range of HS normals at higher blood levels. These combos will be noted with (BL#) or (BR) at the beginning.

The Blood Level numbers used here refer to the number of bars filled. Having no blood is BL0, 1 bar filled is BL1, 2 bars is BL2, and all 3 is BR

Blood Gain Note

All values listed are the spike amount of the Blood Gauge. All combos that feature both specials and S/HS normals will have an initial spike followed by a rapid drain before settling on a net gain. If a combo does not feature specials the value listed is the final net drain.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Close Range Punch Combo
  2. Basic Kick Combo
  3. Low Kick Combo
  4. Blood Gauge Reduction Combo
  5. Mid Range Poke Combo
  6. High Blood BNB Combo
  7. Counter Hit HS Combo
  8. Basic Anti-Air Combo

Close Range Punch Combo

Close Range Punch ComboFor this vampire, even mashing is quite rewarding.
Very Easy


5P > 6P > 214H, OTG 6H > (236K)

A BNB combo starting from Nagoriyuki’s fastest strike. Very rewarding for a 5P starter.

This is Nagoriyuki’s best route to convert from 5P AbareAn attack during the opponent's pressure, intended to interrupt it.. It's useful in a variety of situations, such as mashing out of throws, challenging pressure and punishing unsafe moves. It can also convert from a 5P used as an anti-air.

Basic Kick Combo

Basic Kick ComboAdaptable and easy to use.
Easy


5K > 6K > 214H, OTG 6H > (236K)

An easy way to convert from 5K, a top-class normal.

Quite rewarding for a combo starting from a normal with as much speed and range as 5K. If 5K hits at tip range, 6K might not reach. In that case, combo from 5K straight to 214H. With 50% Tension, 5K > 6K can be hit confirmed into an overdrive.


Low Kick Combo

Low Kick ComboThe combo that makes the low mix-up threatening.
Very Easy


2K > 2D, OTG 6H > (236K)

Nagoriyuki’s staple combo from 2K, his fastest low mix-up. An essential combo for making the most of Nagoriyuki’s mix-ups as well as a good way to convert off of meaty 2K during okizeme.

Keep in mind that if 2K hits at tip range, 6H might not reach when at a low blood level.

Blood Gauge Reduction Combo

Blood Gauge Reduction ComboSo simple, yet so good!
Very Easy


f.SSS

An important conversion to manage the Blood Gauge. At high blood, f.S is an especially useful poke, as landing this string reduces the Blood Gauge by a whopping 129.6 points. c.S can reliably convert into f.SSS, and many longer juggle combos using special moves can use f.SSS as a finisher to mitigate their Blood Gauge increase. The wall carry of f.SSS is fantastic, expect many wall breaks with this bad boy.

Mid Range Poke Combo

Mid Range Poke Combo
Very Easy


f.SS / 2S > 214H, OTG 6H > (236K)

This combo is a good way to convert from a mid ranged poke that only slightly increases the Blood Gauge. Both rewarding and easy, it will see a lot of use due to starting from two very good poke attacks. The wall carry is also good.

Keep in mind that if 2S hits at tip range, 6H might not reach when at a low blood level.

High Blood BNB Combo

High Blood BNB ComboThis one will make ‘em block low!
Very Easy


(BL2+) 2S > 5H > (236K)

Counter Hit HS Combo

Counter Hit HS ComboThe bane of aggressive opponents.
Very Easy


CH 5H / CH 2H > 236K, OTG 6H/5H

Basic Anti-Air Combo

Basic Anti-Air ComboStop an approach, with style!
Very Easy


6P > 214H, OTG 6H > (236K)


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Double HS Special Combo

Double HS Special ComboThis is where the fun begins!
Medium


f.S / 2S / 5K > 214H > 623H > 236K > c.S > f.SSS

High Blood Corner Combo

High Blood Corner Combo
Very Easy


CH 2S / (BL2+) 2S > 5H > 214H, OTG 6H > (236K)

Advanced Anti-Air Combo

Advanced Anti-Air Combo
Medium


6P > 623H > 236K > c.S > f.SSS

2H Anti-Air Corner Combo

2H Anti-Air Corner Combo
Medium


CH 2H > 236K > c.S > 5[D] > 5K > 623H > 236K > c.S > 6H WS > 6H / 632146S

HS Special Loop Combo

HS Special Loop ComboThrow caution to the wind.
Hard


214H > 623HH > 214H > 623H > (dl) 214H > 623H > 214H > 623H

Throw RC Combo

Throw RC Combo
Hard


623P / 6D > RRC~c.S > 623H > 236K, c.S > f.SSS

The quick RRC can be replaced with a regular RRC. This makes the combo easier, at the cost of some Tension.

Air Throw Combo

Air Throw Combo
Very Easy


j.6D / j.4D, OTG 6H > (236K)

Nagoriyuki’s air throw can combo into OTG 6H, making it more rewarding than other characters' air throws. The combo is quite easy to do from a technical standpoint, but landing an air throw is difficult, as it requires the user to predict and commit to the opponent’s action. This combo is essential for punishing a patient opponent that uses Chicken BlockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions. to avoid Nagoriyuki’s FukyoGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 25
Advantage:
N/A
mix-ups.

Charged Dust Combo

Charged Dust Combo
Easy


5[D].8 > j.H > j.K > jc > j.H > j.K > j.S > j.PP

Nagoriyuki’s strongest, consistent 5[D] combo that works against any character. Use this combo for big punishes or as a mix-up to catch the opponent off guard. 5[D] is slow to start up, so don’t get predictable.


Combo List

P/K Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes Video
5K > 6K > 214H, OTG 6H > (236K) Any 133 20% 0.6(0.9) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge YT
5P > 6P > 214H, OTG 6H > (236K) Any 105 20% 0.6(0.9) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge. 5P/2P is interchangeable and two can be gatlinged before 6P. YT
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 138 30% 0.9 Everyone [3] Medium Can side switch after 236K if close enough. Wall Splats in corner. 6H will whiff with no Blood Levels. YT
5P > 6P > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 109 30% 0.9 Everyone [3] Medium Wall Splats in corner. 6H will whiff with no Blood Levels. YT
2K > 2D, OTG 6H > (236K) Any 80 13% -0.5(-0.1) Everyone [1] Very Easy 6H may whiff without Blood Levels at max distance. YT
5K > 6K > 623H > 236K, c.S > f.SSS > 66.RRC, c.S > Delay f.SSS WS, c.S/5K Any 180 -20% 0.8 Everyone [4] Hard Corner to corner combo. Will wall splat much earlier if not starting back against a wall. YT
AA 5P , 5K , f.SSS Any 78 25% (-1.3) Everyone [2] Easy Basic Anti-Air 5P conversion for blood drain and a hard KD. Can change 5K out for c.S for slightly more damage in close proximity, but you may get f.S if your opponent air blocks. 5K is safer. YT
CH AA 6P > 623H > 236K, c.S > f.SSS Any 130 25% 0.9 Everyone [2] Easy YT
CH AA 6P > 623H > 236S > 236K, c.S > f.SSS WS, 6H/c.S/5K Near Corner 196 25% 1.8 Everyone [2] Easy c.S will not always connect if 6P hits at max range or a low height YT
CH 6K > (236K), 623P Any 100 19% -2.4 Everyone [2] Easy Combo into Bloodsucking Universe. A decent DP punish option if you're desperate to lower the Blood Gauge. 236K can be omitted if close enough. YT

S Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes Video
(BL1+) c.S > 6H > 66.RRC > c.S , 5[D] , 5K > 6H WS, 6H Corner 244 -30% -1.5 Everyone [3] Medium Bloodless corner combo, doesn't work with 0 blood. End with 5H if your blood gauge drains below 1 bar during the combo. YT
c.S > 2H > 236S > 236K, c.S, c.S > 6H WS, 6H Corner 241 37% 0.7 Everyone [3] Medium High damage and low blood cost. A new c.S corner combo in v1.10. YT
c.S > f.SS , c.S > f.SS WS , 6H Corner 165 30% -0.8 Everyone [3] Medium Good conversion into wallsplat when near BR or if trying to maintain low BL. YT
c.S > f.SS , c.S , 5K > 6H WS , 5H Corner 187 30% -1.3 CH,FA,IN,KY,LE,NA,PO,GO,HA [3] Medium Like the above but a bit more damage and blood reduction against certain characters. YT
c.S > 5H > 214H > 623H > 236K > c.S > 5H > 632146S > 6H WS 236K > 632146S Corner 298 -70% 1.4 Everyone [3] Medium Good way to cash out meter from a common, non-counter hit corner opener. YT
c.S > (f.S) > 214H > 623H > 236K , c.S , c.S , 5K > 6H WS , 6H Corner 240 40% 2.0 Everyone [4] Hard If you miss the confirm on c.S, you can still convert from the first f.S for less damage. Try to stay under the character for consistency. If you're too far for the last hit, do 236K after the first 6H to adjust. YT
c.S > (f.S) > 5H> 214H > 623H > 236K , 5K (or c.S) , c.S > 6H WS , 6H Corner 243-258 41% 1.6 Everyone* [4] Hard An Alternate route to above to squeeze more damage by gatling into 5H before the special-cancel sequence. If f.S is used the combo it will prorate enough such that heavyweights will not combo. A 5K juggle is also required instead of c.S after 236K for more consistency and necessary against Heavyweights. YT
CH c.S > 6H > 623H > 236K , (2K,) c.S > f.SSS WS, c.S Midscreen 227 41% 0.7 Everyone [3] Medium Midscreen CH c.S route now possible after patch 1.1 allows the 6H > 623H > 236K , c.S link universally after CH c.S. 2K can be omitted when closer to the corner. Must CH confirm fairly early to avoid OTGing with 2K. YT
CH c.S > 2H > 236K , 5K > 236S > 236K, c.S, (5K,) 6H WS , 6H Midscreen 242 40% 1.0 Everyone [3] Medium Midscreen CH c.S route. Universal, good blood management. The 5K before WS can be omitted for slightly lower damage. YT
236K*, CH c.S, microwalk c.S > dl f.SS, 5K > 6H WS, 6H Near Corner 201 35% 0.3 Everyone [3] Medium *Sliding momentum from 236K is required to be in range for the second c.S YT
CH c.S > 2H > 236K, 5K > 623H > 236K, (2K,) c.S > f.SSS Back in Corner 182 39% 1.0 Everyone [4] Hard Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K YT
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H Corner 253 40% 0.8 Everyone [3] Medium This is a universal version but there are a good amount of optimizations you can make after the 5[D] depending on weight class and blood level. e.g. at BL2+ against non-heavyweights you can end with 5[D], c.S, 5K > 6H WS, 6H (272 dmg) YT
CH c.S > 6H > 623H > 236K , c.S > 5H, 623HH WS, 2H Corner 272 40% 1.3 Everyone [4] Hard Introduced in patch 1.1, the improvements to 623H make the 6H > 623H > 236K , c.S link universal at sufficient height (i.e. immediately after a ch c.S) YT
CH c.S > 623H > 236K, dl 5K > j.9, j.K > j.D, j.K, land c.S > 2H WS, 5H Back in Corner 229 34% 1.2 Everyone [5] Very Hard Side switch into j.D combo. Cross under the opponent at the first 236K. The delay on 5K is character specific and in some cases very precise. YT
CH c.S > 623H > 236K, 2K, c.S > f.SSS WS c.S Back in Corner 194 36% 1.0 Everyone [2] Easy Easier side switch combo. Cross under the opponent at the first 236K. Useful throw whiff punish when cornered. YT
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K Midscreen 149 31% 0.8 Everyone [3] Medium Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. YT
f.SSS > 66.RRC, c.S > 623H > 236K, c.S > 6H WS, 6H Midscreen 151 -35% 0.3 Everyone [3] Medium A more consistent poke to wall splat conversion at a tension premium. YT
f.SS (blocked) f.SSS (hit) > 66.PRC, 5[D], 5K > 623H > 236K, c.S > f.SSS WS, c.S Midscreen 247 -35% 0.3 Everyone [4] Hard A PRC route to take advantage of when the third hit of f.SSS connects as a frametrap after the second hit of fSSS. Good at catching jumpouts and most backdashes. Possible on CH as well as non CH - only prc timing changes. YT
2S > 214H, OTG 6H > (236K) Any 114 33% 0.6 Everyone [2] Easy BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.2 overall. YT
2S > 214H > 623H > 236K > c.S > f.SSS WS, c.S Any 188 33% 1.8 Everyone [2] Easy Wall break combo from round start 2S. Simple and effective, but blood intensive YT

H Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes Video
CH AA 2H > 236K, f.SS > 623H > 236K, c.S > 6H WS, 6H Midscreen 207 35% 0.9 Everyone [3] Medium Gold Standard for AA conversions YT
CH AA 2H > 236K, 5K > jc > j.K > j.D, land 2K, c.S > 2H WS > 236K, 632146S Midscreen 259 -21% -2.6 Everyone [4] Hard Very blood efficient and a cool j.D flex, but strict corner spacing makes it hard to apply. YT
CH AA 2H > 236K, (c.S), c.S > 5H > 623H > 236K, c.S > 6H WS, 6H Corner 260-256 40% 0.9 Everyone [4] Hard Corner CH AA combo which works whether they were airborne or not. The combo becomes more finnicky if CH 2H hits the opponent high up, but is adjustable by delaying the first or second c.S as they fall from higher up. Or wait and go straight into c.S > 5H for 4 less damage as it will still wallbreak. YT
AA 2H > 236S > 236K, f.SSS Midscreen 132 0.5 Everyone [3] Medium Midscreen combo off normal hit AA 2H thanks to 1.10 236S buff YT
CH 2H > 236K > c.S > 5[D] > c.S > 623H > 236K > c.S > 6H WS > 6H / 632146S Corner 263/291 45% / -40% 0.9 / 0.6 Everyone [2] Easy If starting with an anti air max range 2H with 2 bars of blood, you must use 5K instead of c.S before 623H. YT
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H* Corner 264 45% 0.95 Everyone* [4] Hard *Must use 236K to land 6H at 0 blood bars. Will add 0.4 to blood gained. *Inconsistent on Ky until 1 blood bar filled. Scales better with blood gauge than above combo due to extra 2H. If landed as an anti air, no longer needs 236K before 6H at 0 blood and becomes much easier. YT
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S Corner 304 -15% 0.9 Everyone [4] Hard Does slightly more damage on CH/MI/ZT with 2 c.S's , but this makes it much less consistent on Chipp and Millia without blood. I-no and Ky are incredibly inconsistent without blood YT
CH 5H > 214H > 623H > 236K, c.S > f.SSS WS, 6H/c.S Midscreen 236 41% 1.5 Everyone [3] Medium YT
2H > 623H > 236K, c.S, c.S, c.S > 6H WS, 6H Corner 241 36% 0.8 Everyone [3] Medium A rare starter. May come up when frame trapping a jump out attempt. YT
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H Corner 252 34% 0.8 Everyone [4] Hard A higher damage, higher execution version of the above. YT
2H > 214K, 5K > 214H > 623H > 236K, c.S, c.S > 6H WS, 6H Corner 252 40% 1.9 Everyone [5] Very Hard Momentum of 214K must be canceled. A flex combo for a rare starter. YT
(BR) 5H > 632146H Any 266 -50% Exits BR Everyone [2] Easy Standard combo for deactivating Blood Rage. YT

Dust Combos

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes Video
5[D].8 > j.H > j.K > jc > j.H > j.K > j.HH Any 198 20% -1.7 Everyone [3] Medium Universal homing Dust combo. Can help to delay first j.H. YT
5[D].8 > j.H > j.K > jc > j.H > j.K > j.SS Any 195 20% -1.2 Everyone [1] Very Easy Universal very easy version YT
5[D].8 > j.H > j.K > jc > j.H > j.K > j.H > j.PP Not in Corner 203 20% -1.7 Everyone [4] Hard More damage than the universal, but less reliable. Does not work against most characters when they are cornered. YT
5[D].8 > j.H > j.D > jc > j.K > j.S > j.HH Any 197 (Pot) 21% -1.3 Big Bodies [3] Medium Big body damage optimization. Ending with j.H > j.SS Can sometimes net you an extra damage or two depending on guts thresholds, but it is much more difficult to execute. YT
5[D].8 > BRC > j.H > j.D > j.P > j.D > j.P > jc > j.P > j.HH Any 220 -44% -1.3 Everyone [3] Medium Dust RC combo for a little extra damage and a lot of extra style. BRC immediately after the homing jump. YT
RISC CH 5D > 5H > 214H > 623H > 236K > c.S > 6H WS 632146S Corner 355 -14% 1.0 Everyone [3] Medium Only works on RISC CH, but since Nago builds a lot of RISC anyways, it's a nice way to threaten an full combo from an uncharged dust, generally after a pressure reset c.S. YT
CH 2D > 214H > c.S > f.SSS Any 130 28% 0.5 Everyone [2] Easy Low blood combo. YT

Special Move Starters

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes Video
236S > 236K, c.S > 2S > 5H Any 121 19% 1.1 Everyone [2] Easy Basic clone conversion. Can swap out c.S for 5K at range. Nagoriyuki can start most of his basic c.S and 5K combos off this route. YT
CH 623H > 236K, 5K > jc, j.K > j.D, j.D, land f.SS WS > f.SSS Round Start 209 24% 1.1 Everyone [4] Hard A great round start conversion that keeps your blood gauge low while still breaking the wall. More difficult against Heavyweights and even more difficult on Leo, but becomes easier nearer to the corner. 236K must be momentum canceled before you cross under the opponent. Aim to stop as close to them as possible to get closer to the wall. Against lightweight characters, the f.SSS can wallsplat instead of the f.SS if you delay the first f.S precisely enough.
CH 623H > 236K, c.S > 2H > 623H > 236K, c.S, c.S > 6H WS, 6H Corner 257 40% 2.0 Everyone [2] Easy Add some delays between the two 623Hs especially against lightweights. If they get juggled too high you will whiff the next move. YT
CH 623H > 236K, c.S > 5[D], 5K > 8.jc, j.K > j.D, j.K, land c.S > 5H WS > 236K, 6H Corner 249 34% 1.2 Everyone except Leo [4] Hard High damage, low blood. For heavyweights connect the first 5K as early as possible. For lightweights you must delay a little or the j.D will bounce the opponent up and over you. YT
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS, 6H Corner 225 35% 1.1 Everyone [3] Medium Universal low blood conversion. YT
f.SS > 623H > dl. CH H > 236K > c.S > f.SS > 623H > 236K > f.SSS WS > 632146S Opposite Corner 283 -10% 1.9 Everyone [3] Medium f.SS and 623H need to be blocked and the H followup scored using 623Hs Ability to Frametrap YT
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H Corner 275 (FA) 36% 1.3 Big Bodies [3] Medium Big body, big damage. Can optionally end in 6H WS, 5H to save some blood at minimal damage loss YT
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS, c.S Midscreen 190 40% 1.0 Everyone [3] Medium YT
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H Corner 213 35% 0.8 Everyone [4] Hard Low blood air combo route. YT
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land c.S > f.SS WS > 6H Corner 205 34% 0.8 Everyone [3] Medium Easier more consistent low blood air combo route. YT
632146S > 66.PRC, 6H Anywhere 235 -0.98% 0 Everyone [3] Medium Quick PRC extension with OTG 6H from anywhere on the screen. Can start from reversal super. Often used to end a round with a full bar. YT
632146S > 66.PRC, c.S > 623H > 236K, 5K > 623HHWS, 6H/5H Midscreen 341 -0.98% 0.9 Everyone [5] Very Hard Super extension from close range midscreen. Can start from reversal super. Can swap out 6H for 5H WB at range for slightly lower damage. A rare conditional extension to close a round when at high tension and taking back your turn. YT

Throw Combos

Combo Position Damage Tension Gain Blood Gain Works on: Difficulty Notes Video
[j.4D or j.6D], OTG 6H > (236K) Any 114 14% -0.5(0.1) Everyone [1] Very Easy There are few reasons not to OTG 6H. YT
623P > RRC~2H > 623H > 236K, c.S, c.S > 6H WS, 6H Corner 175 -34% -3.2 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of damage. YT
[4D or 6D] > RRC~c.S > 623H > 236K, c.S > 6H WS, 6H Corner 181 -35% 0.9 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of damage. YT
623P > RRC~c.S > 623H > 236K, c.S > f.SSS WS, c.S/5K Midscreen 162 -32% -3.0 Everyone [4] Hard The quick RRC can be replaced with a regular RRC at the cost of damage. YT
[4D or 6D] > RRC~c.S > 623H > 236K, 5K > 6H Any 136 -39% 1.1 Everyone [4] Hard The quick RRC can be replaced with regular RRC at the cost of damage. YT
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS, 6H Cornered 163 -37% -2.5 Everyone [3] Medium A side switch combo where you pass under the opponent with the first 236K. Drifting the RC back or even up can help with the first c.S. Canceling Fukyo momentum may help with the side switch. YT

Combo Theory

Damage vs Blood Gain

Unlike other characters, Nago's "optimal" combos aren't just based on damage. They're also based on how much blood you're willing to spend (or, more often, how much you're trying to save). There's a lot of math that goes around how much each move adds or subtracts and the individual numbers are listed on the overview page, but for playing Nago you're better off having a rough idea of how much each route will add or subtract. To use some simple BnBs as an example.

Starter > 214H > 6H (OTG) > 236K builds almost one bar of blood.

Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K builds roughly 2 and 1/5th of a bar.

The former is clearly better if you're at 1 bar of blood. You can also stick to a simpler route at lvl 1 like 5K > 6H > 236K which builds almost no blood whatsoever since the 6H mitigates so much of the cost of 236K.

Another big matter when it comes to reducing blood is choosing your ender. You often get your best oki off of something like 6H > 236K but you'll have to gain all the blood from any specials spent in the combo before hand. If you end up spending too much blood or want to bring your blood down for later, f.SSS is your best meterless ender for bringing down the blood gauge. The final hit of the 3 hit S series brings down twice as much blood as an H normal but you get the bonus of 2 extra slash hits along the way. This ender gives more blood drain and corner carry (and is great for breaking the wall). For example, the second combo (Starter > 214H > 623H > 236K > c.S/5K > 6H > 236K) builds slightly less than 2 blood bars if you replace the 6H > 236K with f.SSS. The downside is that f.SSS gives the worse oki, especially midscreen. If you're willing to spend meter (or have wallsplat) super is the best way to bring down the blood gauge mid-combo. Super gives you almost 2 bars worth of blood drain which can often be enough to save you from blood rage if you spent too much mid-combo. Having a general idea of your routes and enders is going to be crucial to managing blood bar. It'll often involve sacrificing offense or damage, but with good management you'll still find yourself out-damaging the majority of the cast while still having scary mixups and pressure.

Wall Splat Enders

All Wall Splat combos listed assume wall is at full health. Due to the changing integrity of the wall throughout the match, some of these combos may splat earlier than expected in real matches. When this happens, try to trigger the break with your most damaging HS normal that will reach (6H > 5H > 2H) if not ideally Wasureyuki (632146S).

If the wall splat is triggered with f.SS, you can go into f.SSS for blood drain, 6H for meterless damage, or Wasureyuki for blood drain, damage, and oki.

If the wall splat is triggered with the final hit of f.SSS and your Blood Guage is less than 1 bar, 6H will not be fast enough to land. Opt for c.S or 5K in this case or if the tight 6H link is too difficult.

OTG 6H > 236K

OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H is a powerful combo ender for its extra damage and okizeme. The knockdown advantage on the soft knockdown is +10 which sets up a meaty c.S or 2K. Nagoriyuki can route into this ender after most hard knockdowns (2D, 214H, air throw).

Fukyo (236K) can be left out when the Blood Gauge is dangerously high at the cost of okizeme.

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