GGST/Nagoriyuki/Combos

From Dustloop Wiki
 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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
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 net 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.

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. 214H Knockdowns (A must learn set of combos!)
  2. Low Kick/Blood Conservation Combo
  3. Blood Gauge Reduction/Poke Combo (Another must learn!)
  4. High Blood BNB Combo
  5. Basic Anti-Air Combo

Combos That End In a 214H KnockdownClick the tabs above this box to navigate.


All the combos that are contained in this box end the same way, but have completely different use cases depending on the starter, dont treat these combos as if they serve one purpose.

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 Abare An 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 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.

Mid Range Poke Combo
Very Easy

2S > 214H, (236K) 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, this can be fixed by adding in a Fukyo either before or after the beyblade.

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


6P > 214H, OTG 6H > (236K)
Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as  Giovanna's TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and  May's H Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like  Nagoriyuki's f.SGGST Nagoriyuki fS1.pngGuardAllStartup16Recovery28Advantage-17 and  Leo's f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

The upper body invincibility also naturally makes 6P a reliable anti-air, stopping opponents both jumping and Instant Airdashing in while turning their approach into a KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 okizeme situation for Ky.

Low Kick Combo

Low Blood/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/Poke 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.

High Blood BNB Combo

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

(BL2+) 2S > 5H > (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

Counter Hit HS Combo

Counter Hit HS ComboThe bane of aggressive opponents.
Very Easy

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

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 block Jumping 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.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/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

  • All damage values having been tested with 0 Blood on Ky at 100% health, unless stated otherwise
  • Whenever 236K > (623H or 214H) is notated, assume a Fukyo canceled special done as early as possible.
  • When cancelling, 236K > 623H, it is generally advised to hold back to immediately cancel fukyo momentum to avoid a sideswap (unless otherwise noted in combo execution)
  • Blood Gain values in the table are Net Blood Gain, not Peak. For approximate Peak values, watch respective clips.
  • Always be aware of your opponent's Burst when going for higher Peak Gain combos. Some of them build a ton of Blood before refunding it at the end, meaning a Burst in the middle of your combo can make you Blood Rage and lose the round. Either opt for less Peak Gain routes, or use Burst-safe conversions.
  • This Combo List is far from exhaustive, as Nago's Combo Theory is inherently open-ended. Do not hesitate to make up your own combos in unfamiliar situations and learn what does and doesn't work through trial-and-error.


Punch Starters

5P and 2P are interchangeable as starters

5P/2P Starters
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
5P > 6P > 214H, OTG 6H > (236K) Any 105 0.3 (0.7) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge. 6P has to be omitted for longer range punishes, like  Leo's 236SGGST Leo Whitefang Kaltes Gestober Erst.pngGuardAllStartup12Recovery20Advantage-6 YT
5P > 6P > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 109 0.0 (-0.5 with 6H) Everyone [3] Medium Wall Splats in corner. 6H will whiff with no Blood Levels. YT
5P > 6P > 214H > 632146K~S Any 184 (with WB) -1.0 Everyone [5] Very Hard Kara Super route. Skip 214H straight into 632146S for an easier, less damaging conversion. YT 79522
AA 5P > 5K > f.SSS Any 78 (-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
AA 5P > c.S > 2H > 236K > 214H > 6H > (236K) Any 126 0.2 (0.6) Everyone [3] Medium Amazing punish against characters whose air buttons cannot be 6P'ed on an IAD. YT
AA 5P > c.S > 2H > 236K > dl.623H > 236K > c.S > (f.SSS) Any 130 -0.1 Everyone [4] Hard Wallbreak version of above. Delay the cancel into 623H for it to reach. YT
6P Starters
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
6P > 214H > OTG 2S > (236K) Any 89  0.8 (1.3) Everyone [2] Easy  6P's high gravity scaling doesn't allow for a 6H OTG on a regular hit into 214H. YT
6P > 623H > OTG 6H > (236K) Any 115 0.3 (0.7) Everyone [2] Easy A microwalk after 623H is required at further ranges. YT
CH 6P > 214H > OTG 6H > (236K) Any 122 0.3 (0.7) Everyone [2] Easy OTG 6H does not connect if you did 214H > 236K. YT
CH 6P > 236S > 236K > (c.S) > f.SSS Any 130 0.0 Everyone [2] Easy 236S > 236K combos directly into f.SSS at far ranges, making it particularly useful against moves such as  Faust's ScalpelGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12. YT
CH 6P > 623H > 236K, c.S > f.SSS Any 130 0.0 Everyone [2] Easy Standard 6P conversion. TBD
(BL1+) CH 6P > 623H > f.SSS Any 119 -0.4 Everyone [2] Easy Saves an extra Fukyo worth of Blood. YT
CH AA 6P > 236K > OTG 6H > (236K) Any 91 -0.1 (0.3) Everyone [2] Easy You can combo directly into OTG 6H off a CH air hit. YT
(BL1+) CH AA 6P > f.SSS Any 94 -1.3 Everyone [2] Easy Saves a lot of blood in exchange for damage. YT

Kick Starters

5K Starters
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
5K > 214H > 623H > 236K > c.S > f.SSS WS > 6H Roundstart 197 0.4 Everyone [3] Medium Nago's dreaded roundstart 5K into wall break combo. Buffer 214H behind 5K for an auto-confirm. YT
5K > 6K > 214H, OTG 6H > (236K) Any 133 0.3 (0.7) Everyone [1] Very Easy Optional 236K is added for okizeme at the cost of Blood Gauge YT
5K > 6K > 623H > 236K, c.S > f.SSS, (WS 6H /c.S/5K) Any 138 0.0 (-0.5 with 6H) Everyone [3] Medium Can side switch after 236K if close enough, hold 4 to stay same side. Wall Splats in corner. 6H will whiff with no Blood Levels. YT
(BL1+/CH/crouch hit) 5K > 6H > 66RRC > 5[D] > 5K > f.SSS  Any 183 -1.9 Everyone [3] Medium Great 5K > 6H extension for a lot of Blood drain and decent damage. YT
(BL1+/CH/crouch hit) 5K > 6H > 66RRC > 5[D] > 2S > 236K > 623H > c.S > f.SSS WS 6H  Midscreen 242 -1.2 Everyone [3] Medium Wallbreak version for more Blood. YT
(BL1+/CH/crouch hit) 5K > 6H > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > 623H WS 6H Midscreen 252  0.3 Everyone [4] Hard Burst-safe RC route, fairly Blood-intensive, however (1.5 Peak Blood Gain). YT
5K > 6K > 214H > 632146K~S Any 214 (with WB) -1.0 Everyone [5] Very Hard Kara Super route. Skip 214H straight into 632146S for an easier, less damaging conversion. YT 79521
2K Starters
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
2K > 2D > (214H) > OTG 6H > (236K) Any 80 -0.6 (-0.1) Everyone [1] Very Easy 6H may whiff without Blood Levels at max distance. 214H is optional, it also doesn't combo on Heavies.  YT
2K > 2D > 623H > 236K > c.S > f.SSS WS 6H   Midscreen 151 0.4 Everyone [3] Medium 2K's bad proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. value is generally not worth spending a lot of Blood on, unless you really want to break the wall. YT
6K Starters
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
CH 6K > 5K > 214H > OTG 6H > (236K) Any 136 0.3 (0.8) Everyone [2] Easy CH 6K's Stagger state allows you to link 5K and c.S for conversions. YT
CH 6K > 5K > (6K) > 623H > 236K > c.S > f.SSS WS > 5K Midscreen 179 0.0 Everyone [3] Medium Omit the second 6K  at farther ranges. YT 
CH 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H Corner 223 -0.4 Everyone [3] Medium You have enough time to link a microwalk c.S at farther ranges. YT
CH 6K > (236K), 623P Any 100 -2.8 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

Slash Starters

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
c.S > 5K > 236S > 236K > 5K > f.SSS > WS 6H Midscreen 199 -0.5 Everyone [3] Medium Has to be done as fast as possible, otherwise 5K > f.SSS does not connect. 5K can be replaced with c.S for an easier conversion at closer ranges and with Fukyo momentum. YT
(BL1+) c.S > 5K > f.SSS Any 121 -1.3 Everyone [1] Very Easy f.S's lower startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. at higher Blood levels makes this link possible. YT
c.S > 2H > 236K > 214H > 6H > (236K) Any 164 0.1 (0.6) Everyone [3] Medium Short, high damage route from a c.S > 2H gatling with good corner and oki. YT
c.S > 2H > 236K > 623H > 236K > c.S > f.SSS Any 167 -0.1 Everyone [3] Medium Damaging and blood efficient combo for corner-to-corner carry. YT
(BL1+) c.S > 6H > 66RRC > c.S , 5[D] , 5K > 6H WS, 6H Corner 244 -1.7 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 -0.4 Everyone [3] Medium High damage and low blood cost. YT
c.S > f.SS , c.S > f.SS WS , 6H Corner 165 -0.9 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 -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
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
CH c.S > 2H > 236K , 5K > 236S > 236K, c.S, (5K,) 6H WS , 6H Midscreen 242 0.0 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 -1.2 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 -0.1 Everyone [4] Hard Full corner to corner carry. Requires precise momentum canceling against non-lightweight characters for the optional 2K. YT
CH c.S > 6K (whiff) > 5P > 623H > 236K > c.S > f.SSS Any 182 (on Sol) 0.0 Everyone [4] Hard 6K whiffs after CH c.S on most characters, but it's still possible to pick up the opponent afterwards with 5P. YT
CH c.S > 6K > c.S > 2H > 236S > 236K > c.S > 6H WS > 6H Corner 242 -0.4 Heavyweights and Ky [3] Medium  Big Body and Ky (for some reason) combo.  YT
CH c.S > 2H > 623H > 236K , c.S > 5[D], 5K > 6H WS, 5H Corner 253 -0.4 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 , 5K, c.S > f.SSS WS, 6H Midscreen 193 -1.1 Everyone [3] Medium Blood-efficient route from a c.S > 6H gatling. YT
CH c.S > 6H > 623H > 236K , c.S > 5H > 623HH WS, 2H Corner 272  0.5 Everyone [4] Hard Optimal route from a corner CH c.S at full wall health. YT
(BL2) CH c.S > 6H > 623H > f.SSS Any 201 -1.0 Everyone [3] Medium Great damage and blood drain in one package. This route almost does not peak any blood, making you unlikely to pop. YT
CH c.S > 623H > 236K > c.S > 2H > 236S > 236K > c.S > 6H > WS 6H Back in Corner 250 0.9 Everyone [3] Medium Useful throw whiff punish when cornered. YT
CH c.S > dl.623H > 236K > c.S > 2H > 236K > 5K > c.S > 6H > WS 6H Back in Corner 245 0.0 Everyone [5] Very Hard Much harder but more blood-efficient cousin of the previous route. Do not delay 623H on heavyweights. [ https://youtu.be/xfoeuhE20JE YT] 79520
c.S (trade) > 2S > 214H > 236K > 6H > (236K) Any 153 0.7 (1.1) Everyone [3] Medium Simple conversion off a trade c.S at low blood. YT
c.S (trade) > 623H > 236K > c.S > f.SSS Any 146 0 Everyone [4] Hard A touch harder conversion due to requiring a special input in a fairly small window after trade. YT
(BL2) c.S (trade) > f.SSS Any 118 -1.3 Everyone [2] Easy Easy blood drain route off a high blood c.S trade. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
2S > 214H, OTG 6H > (236K) Any 114 0.3 (0.7) Everyone [2] Easy You might to have use an additional 236K after 214H for OTG 6H depending on distance. BnB for 2S at any bar. Gives 0.6 bar instantly, but is only +0.3 overall. YT
2S > 214H > 623H > 236K > c.S > f.SSS WS, 6H Any 194  0.3 Everyone [3] Medium Wall break combo from round start 2S. Simple and effective. YT
CH 2S > 236S > 236K > c.S > f.SSS Any 128 0.0 Everyone [2] Easy Auto-confirm from a buffered 2S > 236S YT
CH 2S > 236K > 623H > c.S > f.SSS Any 128 0.0 Everyone [2] Easy 623H confirm from a buffered 2S > 236K YT
CH 2S > 214H > 632146K~S Any 177 -1.1 Everyone [5] Very Hard Kara Super route. You can technically do this without CH, but it's a very tight window to hitconfirm. YT 79519
(BL2 or CH) 2S > 5H > 214H > 632146K~S Corner 243 -1.7 Everyone [5] Very Hard Kara Super route. Best extension at high blood. YT 79518
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
f.SS > 214H > OTG 6H > (236K) Midscreen 104 0.3 (0.7) Everyone [2] Easy Oki ender at low Blood. YT
f.SS > 623H > 236K, c.S > f.SSS WS, 6H/c.S/5K Midscreen 149 -0.7 Everyone [3] Medium Midscreen poke conversion to wall splat. Will not connect at furthest ranges of f.S. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
f.SS (blocked) CH f.SSS > OTG 2S > (236K) Any 62 -1.2 (-0.8) Everyone [1] Very Easy In a rare case you get a CH on the last hit of f.SSS with no meter. YT
(BL2) f.SS (blocked) CH f.SSS > OTG 6H > (236K) Any 128 -1.8 (-1.3) Everyone [1] Very Easy In a rare case you get a CH on the last hit of f.SSS with no meter. YT
f.SS (blocked) f.SSS (hit) > 66PRC, 5[D], 5K > 623H > 236K, c.S > f.SSS WS, c.S Midscreen 247 -1.1 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
f.SS (blocked) f.SSS (hit) > 66RRC~2H > 236K > 623H > 236K > c.S > f.SSS Midscreen 198 -1.3  Everyone [4] Hard Big damage, low blood, full corner carry route for only 36% Tension. Beautiful. CH increases RRC window, making it easier to hitconfirm. YT
f.SS (blocked) f.SSS (hit) > 88RRC > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS 6H Midscreen 222 -0.3 Everyone [4] Hard Burst-safe RRC route that doesn't sacrifice damage for the safety. YT
f.SS (blocked) f.SSS (hit) > 66RRC~5H > 623H > 236K > c.S > 5H > 623H > dl.H WS > 2H Corner 316 (with c.S f.SS RISC) -0.6 Everyone [4] Hard Melts their health. Delay the second hit of 623HH for the wallsplat to happen. YT
f.SS (blocked) f.SSS (hit) > 88RRC > falling j.D > c.S > 6H > 623HH WS > 5H Corner 321 (with f.SS RISC) -1.4 Everyone [4] Hard Your absolute highest damage in the corner for 50 Tension. 5K can be replaced with c.S if close enough. YT

Heavy Slash Starters

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
AA 2H > 236K > 623H > 236K > c.S > f.SSS Any 152 -0.1 Everyone [3] Medium Silver Standard for AA conversions. YT
2H > 623H > 236K, c.S, 5[D], c.S > 6H WS, 6H Corner 252 -0.4 Everyone [4] Hard Great blood management when you're close enough to connect 2H > 623H immediately. YT
2H > 236K > 623H > 236K > c.S > f.SSS WS > (BL0) f.S or (BL1+) 2H Back in Corner 192 (216) -0.2 (-0.7) Everyone [4] Hard Sideswitch reversal super punish when your back is facing the corner. 632146S only hits shallow after wallsplat.  YT
AA 2H > 236K > 623HH > 632146H~S Corner 273 -1.2 Everyone [5] Very Hard Kara Super route. Your best burst punish in the corner. YT 79517
AA 2H > 236K > 214H > 632146K~S Any 203 -1.2 Everyone [5] Very Hard Kara Super route. High Blood stray 2H conversion. YT 79516
CH AA 2H > 236K > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 228 -1.2 Everyone [3] Medium Gold Standard for AA conversions. YT
CH 2H > 236K > 2H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 6H* Corner 264 -0.5 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 2H > 214K6 > 2H > 236K > 623H > 236K > c.S > 2H > dl.623H WS > 2H Corner 251 -0.1 Everyone [5] Very Hard Burst-safe DP punish. You need to be slightly spaced for 214K6 to auto-burst-bait, otherwise adjust your Fukyo length manually. YT 79514
AA CH 2H > 236K > c.S > 2H > 236K > 623H > 236K > c.S > 2H WS 6H Any 241 -0.1 Everyone [4] Hard Burst-safe Leo H DP punish. Breaks wall anywhere, incredible damage-for-blood ratio. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
CH 6H > OTG 6H > (236K) Any 138 -1.2 (-0.7) Everyone [1] Very Easy Your biggest damage normal twice in a row. Simple and effective. Add a 214K to auto-bait Bursts. YT
CH 6H > 623H > 236K > c.S > 5[D] > 5K > 6H WS > 236K > 632146S Corner 304 -1.3  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 6H > 623H > 236K > c.S > 6H > 623HH WS > 2H Corner 279 0.5 Everyone [4] Hard Best damage outside of DP loops. You don't want to be hugging the wall after 236K, otherwise 6H may whiff. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
CH 5H > 236K > OTG 5H/6H > (236K) Any 126 -0.7 (-0.3) Everyone [1] Very Easy Basic CH 5H conversion. Can do OTG 6H closer to the corner. YT
CH 5H > 236K > 214H > OTG 6H > (236K) Any 187 (BL2)  0.2 (0.6) Everyone [2] Easy Big corner carry for not that much Blood. YT
CH 5H > 214H > 236K > c.S > 2H >236S > 236K > 5K > 6H WS > 6H/ Midscreen 269   0.2 Everyone [4] Hard For when you want to break the wall instead of ending with a Hard Knockdown   PC: 81585
CH 5H > 214H > 236K > c.S > 5H > 623H > 236K > c.S > 6H WS > 6H In/Near Corner 276  0.2  Everyone [4] Hard Optimal damage-for-blood corner route. Can omit first 236K if in the corner for better blood profile. PC: 81586
CH 5H > 236K > 214H > 632146K~S Any 217 -1.2 Everyone [5] Very Hard Kara Super route. In the corner, you can replace 214H with 623HH for even more damage. YT 79510
CH 5H > 236K > 623H > f.SSS WS  Corner  176 (BL2) -0.5 Everyone [3] Medium Usable even at pretty high Blood due to a low peak increase. YT
CH 5H > 236K > 5K > f.SSS Corner 173 (on May) -1.4 Lightweights [3] Medium Lightweight-only route. You can extend with 623H if Blood allows you. YT
(BR) 5H > 632146H Any 266 Exits BR Everyone [2] Easy Standard combo for deactivating Blood Rage. YT

Special Move Starters

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
214H > 623H > 236K > 2K > c.S > f.SSS WS 6H Any 199 +0.4 Everyone [3] Medium Omit 2K for a knockdown in the corner. YT
214H > 236S > c.S > f.SSS WS > 6H Corner 195 -0.1 Everyone [3] Medium Conversion if they get hit in the middle of your blockstring. YT
CH 214H, c.S > 236K, 2K, c.S > f.SSS WS > c.S Midscreen 190 0.0 Everyone [3] Medium Standard conversion when far from corner. YT 88,162
CH 214H > c.S > 236K > c.S > 2H > 236S > 236K > 5K > 6H WS > 6H Midscreen 241 0.9 Everyone [3] Medium Standard conversion when close to corner. c.S > 6H can used closer to the corner. YT
CH 214H, 5K > 8.jc, j.K > j.D, j.K, land 2K, c.S > 2H WS > 236K, 6H Corner 213 0.8 Everyone [4] Hard Low blood air combo route. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
623H > 236K > c.S > f.SSS Any 123 0.0 Everyone [2] Easy Basic Blood-neutral conversion. Hold [4] or [6] depending on if you want to switch side or not. YT
623H > 5K > f.SSS Any 117 -0.4 Everyone [2] Easy 5K doesn't always reach midscreen. YT
623H > 214K > f.SSS Any 97 0.0 Everyone [2] Easy Auto-pilot 623H214K conversion. YT
CH 623H > 236K6, c.S > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Round Start 234 0.6 Everyone [4] Hard A great round start conversion that keeps your blood gauge low while still breaking the wall. You need to swap sides on the first 236K. YT
CH 623HH > 214H623HH > 236K > c.S > f.SSS WS > 6H Round Start 272  1.2 Everyone [4] Hard Your most damaging roundstart wallbreak outside of DP loops. Unfortunately, it makes Nago go into Blood Rage if they Burst after 236K. Only use when the opponent's Burst isn't available. YT
CH 623H > sj9 > rising j.K > j.K > c.S > f.SSS WS 5K Midscreen 193 -0.4 Everyone [4] Hard Low damage, but great corner carry and Blood drain. Omit j.K > j.K for an easier route with less corner carry. YT
CH 623H > 236K > j9 > rising j.K > j.K > c.S > f.SSS WS 6H Midscreen 193 0.0 Everyone [3] Medium Bit more Blood than above but more corner carry. YT
CH 623H > 2H > 236K > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 224 0.2 Everyone [4] Hard  Good compromise between damage and Blood cost. YT
CH 623H > 236K, c.S > 5[D] > c.S > f.SSS WS > 6H Corner 225 -0.5 Everyone [3] Medium Universal low blood conversion. YT
CH 623H > 236Kc.S > 5[D]c.S > 6H623HH WS > 5H Corner 273  1.1 Everyone [4] Hard Highest damage outside of DP loops. YT
CH 623H > 236K, c.S > 5[D], c.S > 5[D], 5K > 6H WS > 236K, 6H Corner 275 (FA) 0.6 Big Bodies [3] Medium Big body, big damage. Can optionally end in 6H WS, 5H to save some blood at minimal damage loss YT
623HH > 236K > 2K > (236K) Any 117 1.3 (1.8) Everyone [2] Easy Not much you can get on a regular hit 623HH. YT
CH 623HH > 236K > OTG 6H > (236K) Any 165 0.7 (1.2) Everyone [1] Very Easy On air hit, OTG 6H connects without 236K. YT
CH 623HH > 214H > OTG 6H > (236K)   Any 196 1.2 (1.6) Everyone [1] Very Easy Better damage for slightly more Blood. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
(623H) CH H > 236K > c.S > 2H > 236K > 5K > 5K > 6H WS > 6H Midscreen 251 0.0 Everyone [3] Medium Big damage, Blood-neutral wallbreak. YT
(623H) CH H > 236K > c.S > 5[D] > c.S > 6H > 623HH WS > 5H  Corner 281 1.1 Everyone [4] Hard Highest damage outside of DP loops. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
236S > 236K, c.S > f.SSS Any 110 0.0 Everyone [2] Easy Basic clone conversion. At longer ranges, combos directly into f.SSS without c.S. In the corner 236K can be skipped. YT

Dust Starters

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
CH 2D > (5K) > 623H > 236K > c.S > f.SSS WS 6H Midscreen 184 -0.5 Everyone [3] Medium 5K is optional and whiffs at farther ranges.  YT
CH 2D > 214H > c.S > f.SSS Corner 130 -0.4 Everyone [2] Easy Low blood corner combo. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
5D > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 6H Corner 172 0.0 Everyone [4] Hard  Burst-safe wall break in the corner from an overhead. YT
RISC CH 5D > 2H > 236K > 623H > 236K > c.S > f.S > 2H WS 2H Midscreen  271 0.0 Everyone [4] Hard Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S. YT
RISC CH 5D > (j8 or j9) > j.K > j.D >  j.K >  c.S > 2H WS > 2H Corner 263 -1.1 Everyone [4] Hard Use neutral jump j.K when close and forward jump j.K when farther away. Lowest damage among Nago's RISC CH 5D combos but costs the least Blood. YT
RISC CH 5D > 2H > 236S > 236K > c.S > c.S > 6H WS 6H Corner 303 -0.4 Everyone [3] Medium Only works on RISC CH. It's a nice way to threaten a full combo from an uncharged Dust, generally after a c.S. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
5[D].8 > j.H > j.K > jc > j.H > j.K > j.HH Any 198 -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 -1.2 Everyone [1] Very Easy Universal very easy version. YT
5[D].8 > j.H > j.D > jc > j.K > j.S > j.HH Any 197 (Pot) -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 -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

Throw Starters

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
[j.4D or j.6D] > OTG 6H > (236K) Any 114 -0.6 (-0.1) Everyone [1] Very Easy There are few reasons not to OTG 6H. YT
(BL1+) [4D or 6D] > OTG 2S > (236K) Any 99 -0.1 (0.4) Everyone [1] Very Easy OTG extension at Blood Levels 1 and 2. YT
[4D or 6D] > 66RRC~c.S > f.SSS WS > 6H Corner 170 (BL2) -1.9 Everyone [3] Medium Maximum Blood drain route. YT
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS, 6H Midscreen 170 -0.6 Everyone [4] Hard The fast RRC can be replaced with a regular RRC at the cost of Tension. YT
[4D or 6D] > 66RRC~c.S > 623H > 236K, c.S > 6H WS, 6H Corner 181 0.2 Everyone [4] Hard The fast RRC can be replaced with a regular RRC at the cost of Tension. YT
[4D or 6D] > 88RRC > 2H > 236K > 623H > 214K > c.S > 2H WS > 2H Corner 177 0.0 Everyone [4] Hard Burst-safe corner route. You have to 88RRC as early as it allows you to do and press 2H the moment you hit the ground to get the correct height for this to be burst-safe. Try to do everything as soon as you're able to. YT
[4D or 6D] > 88RRC > 236K > c.S > 6H > 623HH WS > 6H Corner 191 0.2 Everyone [4] Hard Best damage for 50 Tension in the corner. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
623P > 66RRC~c.S > 623H > 236K, c.S > f.SSS WS, c.S/5K Midscreen 162 -3.0 Everyone [4] Hard The fast RRC can be replaced with a regular RRC at the cost of Tension. YT
623P > 66RRC~2H > 623H > 236K, c.S, c.S > 6H WS, 6H Corner 175  -3.2 Everyone [4] Hard The fast RRC can be replaced with a regular RRC at the cost of Tension. YT
623P > 88RRC > dl.2H > 236K > 623H > 214K > c.S > 2H Corner 177 -2.7 Everyone [4] Hard Burst-safe corner route. Delay 2H slightly. YT
623P > RRC, 236K, c.S > 623H > 236K, c.S, c.S > 6H WS, 6H Back in Corner 163 -2.6 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

Wasureyuki Extensions

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
632146S (shallow) > f.SSS Any 122 -1.3 Everyone [1] Very Easy Simple extension on a shallow reversal super hit. YT
632146S (shallow) > 623H > (236S) > 236K > c.S > f.SSS Any 171 0.0 Everyone [4] Hard More Blood for more damage. Add 236S for an easier juggle and wallbreak midscreen. YT
632146S (shallow) > 623H > 236K > 623HH > 632146HS Any 267 0.3 Everyone [5] Very Hard Big Boy Kara Super extension on a shallow hit. YT  79508
(combo) > WS > 632146S (shallow) > 6H WS > 6H Corner 70 (after a 7 hit combo) -1.2 Everyone [1] Very Easy Standard ender after a wall splat into shallow hit Wasureyuki. YT
(combo) > WS > 632146S (shallow) > 6H WS > 236K > 632146S Corner 95 (after a 7 hit combo) -2.1 Everyone [2] Easy Most damaging 100 meter route near the corner. YT
Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
632146S > 66RRC~j.H > [4] > c.S >  623H > 236K > c.S > 2H 236K623HH WS 236K 6H Midscreen 321 0.0 Everyone [5] Very Hard Hold back [4] the entire time before using c.S to stay same side. For side switch simply hold nothing. YT 79509
632146S > 66RRC~j.H > c.S > 2H236K623HH WS > 236K 6H Back in Corner 352 -1.3 Everyone [5] Very Hard Back in Corner version. YT
632146S > 88RRC > 6H > 623HH WS > 236K > 6H Corner -1.8 Everyone [5] Very Hard Highest damage reversal super punish in the corner. 83014
(WS > 632146S) > 88RRC~j.D > j.D Corner  12 (after a 7 hit combo) -0.1 Everyone [2] Easy Wall splat shouldn't be too high or the second j.D whiffs. Unburstable. YT
(WS > 632146S) > 88RRC > land > 6K (whiff) > 6H WS > 6H Corner  14 (after a 7 hit combo) -1.1 Everyone [4] Hard Must be very close to them on a wall splat for the Red RC bubble to hit. Listen to the sound of Nago landing, immediately 6K for a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier., then mash 6H. Very hard, if not impossible to Burst. YT

DP Loop Combos

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
CH 623HH > 214H > 623HH > 214H > 623H > 214H > 623H > (dl.)214H > 623H WS > 236K > BR Round Start 301 Pop Normal and heavyweights [4] Hard Slightly delay the last 214H on Normalweights. Only use when they have no Burst. Builds you 50 Tension for a high/low/throw kill setup. Your opponent might not want to rematch you after. YT
623HH > 214H > 623HH > 214H > 623H > 214H > 623H WS > 632146H~S Midscreen 350 Pop Lights or airborne [4] Hard All-in reversal super punish for Light characters or reversal backdash punish for any character. Works the same on CH. Kara Super allows to skip the recovery of 623H. YT
CH 623HH > 214H > 623HH > 214H > 623HH > WS > 632146H~S Corner 360 Pop Lights or airborne [4] Hard CH 623H TOD confirm. Kills anyone with just a sprinkle of RISC. Kara Super allows to skip the recovery of 623HH. YT
CH 214H > 623H dl.H > 214H > 623H > 214H > 623HH WS > 632146H~S Corner 317 Pop Everyone [4] Hard On non-CH hit the first 623HH does not need any delays. Kara Super allows to skip the recovery of 623HH. YT
CH 6H > 214H > dl.623HH > 214H > 623HH WS > 632146H~S Corner 316  2.4 Everyone [5] Very Hard All-in DP loop route. First hit of 623H has to be delayed for the juggle. Only attempt when they have no burst and at low enough health, you will most likely pop even with super. Kara Super allows to skip the recovery of 623HH. YT 79511
CH 5H > 236K > 623H dl.H > 214H >  623H > 214H > 623HH WS 632146H~S Midscreen 319 2.4 Everyone [4] Hard All-in DP route. Kara Super allow you skip the recovery of 623HH. YT

BRC Combos

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
66BRC 5P > 6H > 623H > 236K > c.S > 5K > 6H WS 6H Corner 197 -0.4 Everyone [4] Hard Hit Confirm This keyword does not have an entry in the Glossary from 5P > 6H into 623H, otherwise cancel directly into 236K for pressure.  YT
5K > jc9 > 66BRC > c.S > 6H > 623H > 236K > c.S > 5K > 6H WS 6H Corner 233 -0.4 Everyone [4] Hard Hit Confirm This keyword does not have an entry in the Glossary off a 5K 66BRC hit. YT
66BRC CH 6H > 623H > 6H > 623H > 236K > c.S > f.SSS WS > 6H Midscreen 274 -0.8 Everyone [4] Hard A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish. YT
66BRC CH 6H > 623HH > 236K > c.S > 5[D] > 5K > 6H WS > 6H Corner 318 -0.4 Any [4] Hard A unique route that combines slowdowns from Blue RC and heavy CH. Usually happens after a 214K > 66BRC as a throw punish. YT

 Baiken's Tether Combos

Combo Position Damage Net Blood Gain Works on: Difficulty Notes Video Recipe
(TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3) (any hit) > 623H > c.S > 5H > 623HH > 632146HS > OTG 2K > (236K)  Any 246 -0.7 (-0.3) Baiken [5] Very Hard Generic 50 Tension Tether route that ends leads into big damage and oki. YT
(TetherGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3) 632146S (shallow hit) > 2S > 5H > (236K) Any 158 -0.6 (-0.2) Baiken [2] Easy Slightly more damage than the f.SSS extension. YT

Combo Theory

General Structure

Starters


623H > 236K

A versatile launcher that lets you go in a lot of different directions depending on your blood level and your starter, this is your staple way to convert pokes and abare into full wall carrying and wall breaking combos. Try to pick up with c.S afterwards given its excellent available Gatlings and high juggle.

236S > 236K

Only really possible on certain high launching or high hitstun starters, like CH 6H, 5H, or 6P. Starts you off with a lot of forward momentum and good wall carry going into the rest of your combo and can pickup from a distance. On distant CH 5H for example you can immediately go into this string and pick up into f.SSS. c.S is still your preferred pickup option where possible.

214H > 623H > 236K

High blood commitment string that can get you into trouble if your enemy decides to burst. Carefully consider your blood level and the enemy's burst before committing to this one. A common way to convert distant pokes like 2S or max range 5K in situations where 623H will whiff. Also used in niche blood pop setups to intentionally spike your blood and combo into the bloodrage activation. Given its high blood cost, you'll often want to end these routes with blood draining enders like f.SSS or WasureyukiGGST Nagoriyuki Wasureyuki1-Hitbox.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S)

Filler


c.S

High damage, excellent Gatlings into H normal, and a good juggle. Don't use more than 2 in a combo or risk dropping the combo due to the same attack juggle penalty. Multiple c.S juggles are your baseline filler in the corner when trying to fill out a combo before you've built enough wall damage for a 6H Wall Splat.

5K

Similar to close slash, with slightly worse damage and Gatlings. Importantly gatlings into 6H which is your preferred Wall Splat. Often used interchangably with c.S in corner juggles, but its very slightly higher juggle occasionally means you'll prefer 5K to c.S to avoid drops on tight links. Has the benefit of not being a proximity normal, so it sometimes allows pickups in post-236K situations where pressing S will give you f.S. This is Nago's only jump-cancellable normal but this functionality sees very little use outside of niche j.K > j.D wallbounce routes. When juggling in the corner, put a slight delay between your 5Ks while holding [4] to OS enemies attempting to burst on 5K's hitstop.

c.S > 623H > 236K

Suboptimal extender that nonetheless works in virtually every situation. Juggles high enough to almost always connect into a subsequent c.S pickup. Keep the blood cost in mind - you can only do so many of these in a combo, particularly without offsetting blood draining normals. It's very flexible but the poor blood profile means that better filler is often available. Since it works even on heavily prorated combos, can be helpful to use after Red Roman Cancel when you aren't sure how to continue.

c.S > 5[D]

Very high damage bloodless filler which is only possible in the corner on high juggles off of good starters/roman cancels. Due to the high blowback of 5[D] and certain characters' hitboxes in juggles, you may need to pick back up with 2K before splatting with 6H

c.S > 2H > 236S > 236K

A reasonable choice of filler in or near the corner which offers a solid amount of damage for reasonable blood management due to 2H's blood drain offsetting 236S's blood cost. A good choice on more damaging starters like CH 214H. Downsides are that it is reliant on distance to corner - you have to route consciously around stage position using this string.

c.S > 2H > 236K > 623H > (236K)

More expensive than c.S > 2H > 236S > 236k due to the extra fukyo, but not dependent on position to corner. Pretty tricky to execute compared to the standard 623H extensions.. 623HGGST Nagoriyuki Shizuriyuki1-Hitbox.pngGuardAllStartup11Recovery21Advantage-7 juggles slightly higher with lower forward momentum than 236SGGST Nagoriyuki Zarameyuki1-Hitbox.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 does, so route accordingly. Sometimes an extension is possible without an additional 236K after 623H, such as with BL2 f.S. This is highly depends on their current juggle height and combo decay.

c.S > 5H > 623H > 236K

Your best option in the corner for filler. Only possible very early in certain high-juggling combos. The same blood profile as c.S > 2H > 623H > 236K but for more damage .

c.S > 6H > 623H > 236K

A niche filler, since it requires either a very high and early juggle or CH slowdown, such as from a CH c.S. In exchange, this gives the most Blood-efficient routes in Nagoriyuki's arsenal.

623HH > 214H > 623H

For when you want to make sure either you or your opponent dies in one combo. Very flashy and high damage but incredibly weak to enemy burst given the very high blood cost. Only possible on higher juggles - 623HH won't ground bounce high enough for 214H to pickup on prorated routes. This is absolutely not a recommended string for beginners. The most common situation on these routes is a blood pop, and most routes involving this string are trying to either intentionally combo into that blood pop or land a kara Super (632146K~S or 632146H~S) and kill their opponent before that happens. }}

Enders


f.SSS

The main benefits of this ender are good wall carry, a tumble into a hard knockdown for Oki, and blood drain of -1.3 blood bars. A great way to drain blood and put yourself in a position to continue pressure with your opponent now much closer to the corner than they were when you started. The tumble into Hard Knockdown means you are almost always advantaged enough to 236K meaty c.S after ending this way. You'll just have to time it yourself, given the variable advantage depending on the combo's scaling and how high your enemy was when they got hit by it. Of note: the second hit of the chain, f.SS, is a very common burst point for enemies who want to deny you the HKD and high Blood drain of the third hit, particularly considering that you need to spend further blood to cancel from this point. When you're close to your enemy and they burst in this way, the forward momentum from f.SSS may cause you to switch sides with your opponent during Burst startup, bursting you into the corner and putting you at significant disadvantage. Do your best to space further away from your opponent in combos that you intend to end with f.SSS to avoid this.

6H

Your most damaging normal which also provides a moderate amount of blood drain (enough to fully offset a 236K with a little extra blood drain left over) and a soft knockdown of variable advantage depending on your opponent's height and the gravity proration of the combo. The wall splat of choice for discerning Nagoriyuki players.

214H > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H > (236K)

Solid damage and a reliable knockdown that leads directly into OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H okizeme. A common midscreen ender for shorter routes on less rewarding buttons like 5P, 5K, or f.S. An additional 236K, between 214H and 6H, is required at further spacings and lower Blood levels for the OTG 6H to connect.

WasureyukiGGST Nagoriyuki Wasureyuki1-Hitbox.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S)

Big damage and blood drain makes this a great choice for an ender, particularly when you're close enough to the wall to get a super wallbreak for a hard knockdown and Positive Bonus. You shouldn't always do this when you have meter, but it's a very strong option to control the Blood gauge and pump your damage up. Can be kara special cancelled into from any of Nago's special moves with the string 632146K~S

Wall Splat


The most common wall splat moves are:

  • 623HH (100 damage)
  • 6H (70-90 damage)
  • 5H (60-70 damage)
  • 2H (50-60 damage)
  • Last hit of f.SSS (25-35 damage)

Despite hitting twice, 623HH scales like a single 100 damage move. It is your best wallsplat damage-wise, but costs 90 Blood to use, unlike your H normals that reduce it. It is also hard to make it splat exactly on the second hit and not earlier or later.

6H will be your most common wall splat, having the best combination of damage and Blood drain.

Last hit of f.SSS gives you the most Blood drain at the cost of damage. This wall splat is relatively easy to set up midscreen from X > 214H > 623H routes.

Wall Break


The best wall break moves are:

  • 632146S (181 damage)
  • 6H (70-90 damage)
  • 5H (60-70 damage)
  • 2H (50-60 damage)

If you have 50 Tension, breaking the wall with Wasureyuki is almost always the optimal choice due to its massive damage, Blood drain, and hard knockdown oki after the wall break.

When there isn't enough Tension to do this, use one of your H normals (6H>5H>2H, whichever is in range).

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. }}

Advanced 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.

The f.SS Trade-Off


The first two hits of Nagoriyuki's Far Slash chain (f.SS) offers good wall carry for little blood, a generous window to hitconfirm since f.SS offers many safe cancel options on block, and must be used to get to the very blood draining third far slash hit f.SSS. All of these reasons might make it a superficially appealing option when routing, particularly out of c.S , where all that is required is to press S repeatedly and still have a generous Hitconfirm This keyword does not have an entry in the Glossary window.

f.SS does have one main downside, however: damage. Not only do all the hits of f.SSS do much less damage than Nagoriyuki's other options for routing combos, but the second hit of the chain in particular scales as an additional hit in combos. This means that after performing f.SS, every hit subsequent move will be scaled extra and deal less damage.

f.SS thus offers a tradeoff - on the one hand, you can hitconfirm much more easily into 623H > 236K when performing a string like  c.S > f.SS and it will provide you with a good amount of wall carry. On the other hand, if you choose to go for a longer combo, you'll not only be wasting several low-scaled hits on the low-base damage far Slash chain but also scaling your combo extra, meaning subsequent hits will do significantly less damage than they would if you had chosen a more difficult hitconfirm or alternate route. The extra scaling on f.SS also results in exceptionally poor damage when opting for a roman cancel extension after landing all 3 hits of f.SSS.

This is not to say that extending with f.SS is always incorrect - the string offers plenty of upside in the form of meterless wall carry and you have to go through it to get into the very high blood train and hard knockdown of f.SSS. But advanced Nagoriyukis are advised to practice better hitconfirms. For example instead of doing:

c.S > f.SS > 623H > 236K

Try:

c.S > 2H > 236K > 623H > 236K

2H > 236K offers not just better damage and scaling, but also more wall carry while costing exactly as much Blood (+1.2 bars).

Consider whether it is really worth the meter/blood to roman cancel extend a route after f.SSS, or extend a route with 623H > 236K after f.SS. Your goal as Nagoriyuki is to conserve and utilize your resources effectively. It's worth asking yourself if burning that extra blood or meter to deal a little extra damage after scaling your combo heavily with f.SS is worth it when you could instead simply end your combo with f.SSS. f.SS already gives a lot of blood drain, corner carry and excellent okizeme. If you find yourself routing into f.SS with a combo that you could opt to extend, ask yourself: Is it worth just ending in f.SSS and saving your meter and blood for neutral, pressure or less scaled combos?

Damage-for-Blood Optimisations


When optimising routes, your goal is to maximise damage while minimising Blood Gain. Unfortunately, these 2 sub-goals are quite often contradictory in nature, as your Blood specials both provide a lot of damage while enabling to extend combos further. On the other hand, most of Nago's normals deal less damage and don't have as much utility.

However, there is one exception. H normals are some of your most damaging moves while also reducing Blood Gain instead of raising it. This means you want to fit as many H normals in your combos as possible because of their excellent damage-to-Blood ratios.

The main issue with utilising them are their slow speed and limited juggles after. The former issue is usually solved by inputting them from a c.S gatling. The latter one is managed in multiple different ways, such as Fukyo cancels, being close to the Wall, or CH/RC slowdown.

Let's examine each H normal one-by-one:

2H

  • Deals the least damage
  • Knocks them very high into the air, making connecting a Fukyo cancelled special trivially easy anywhere on the screen. If your opponent is high enough, 236K > 5K extensions are possible for even more Blood efficiency
  • Your BNB H normal for midscreen combos. Use it anywhere you can fit it into your route.

5H

  • More damage than 2H, less than 6H
  • Only usable in the corner, as it is not possible to connect after a Fukyo cancelled special due to a low launch.
  • Use instead of 2H near the wall for optimal damage routes.

6H

  • Nago's highest damage normal
  • Due to sending them directly into the ground, requires either CH/RC slowdown or a high air hit to extend.
  • Most optimal routes involve this move in one way or another, but it's the hardest one to fit into a combo.

Of these three, 2H is the one that will be used the most often by far.

2H236K > 623H is your most versatile combo filler because of its excellent damage-to-Blood ratio, wall carry, and high launch. Whenever possible, you want to route your combos into this filler, which is usually done through a c.S > 2H.

To learn where 5H and 6H are best utilised, check out the Combo List. }}

Kara Super (632146K~S or 632146H~S)


Kara Super is a technique that allows Nago to cancel specials directly into Wasureyuki. This ability significantly increases Nago's damage potential at high Blood.

Let's examine CH 5H as example. A tip range CH 5H usually only gives you 236K > OTG 5H/6H > 236K for decent oki and negligible Blood drain.

But with Kara Super you can 236K > 214H > 632146SK~S for much more damage and Blood drain. The most significant thing, however, is that this combo is available even when you're 1 point away from Blood Rage. The blood drain from Wasureyuki ticks at the same rate as 1 Blood special, meaning you cannot pop.

Tips on the Input

The S button can be input on the same frame as the K/H buttons, 1 frame after, or 2 frames after, making it a 3 frame window in total to plink them.

The 214 motion is stored for 9 frames, so you can plink 6(K/H)~S within 9 frames of inputting 63214.

Kara Super cannot be performed during hitstop, the game will simply buffer a 214K or 214H. This means you do not want to do Kara Super too fast, or your inputs will simply get eaten.

Luckily, both 214H and 623HH have relatively lenient windows during which a full connect into Super is possible. Do not rush it.

A 63214(K/H)~6S input is technically possible but much more strict, since you will have to go from 4+K to 6+S in 2 frames. Do not do it.

Kara Super is typically represented as 632146K~S, using back Fukyo as the cancelled move, but any input that contains both the minimum super input (6246S or 63146S) and a Super-cancellable special move within the required timeframe is viable. For example, the input 624236S contains both 6246S and 236S, and thus performs Kara Super. Note: When performing Kara Super from 236S, only one S input is required.

With these explanations out of the way, here are some reasons why a Kara Super may not have come out:

  • You didn't perform the motion correctly
  • You pressed S before K/H
  • You pressed S more than 2 frames after K/H
  • You plinked before finishing the motion
  • You plinked too late after finishing the motion
  • You plinked during hitstop


Now, the main issue with this Kara Super is obviously the actual execution and the risk on a failed attempt. It requires you to be comfortable with quickly inputting Overdrive inputs immediately after specials, which takes practice. Couple it with what happens if you fail to execute it (usually a round loss), and we get an extremely useful technique in theory that is hard to perform in practice.

In conclusion, Kara Super is recommended only to players who have already gotten very comfortable with Nago's general combo theory and want to push it to the next level.

External Resources

Navigation

 Nagoriyuki