User:Emo Tarquin/Nagoriyuki (Stage 9): Difference between revisions

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* '''Peerless Speed''': Fukyo outmatches any movement in the game with its absurd speed, while still allowing him to use his insanely strong specials, making it extremely powerful in neutral.
* '''Peerless Speed''': Fukyo outmatches any movement in the game with its absurd speed, while still allowing him to use his insanely strong specials, making it extremely powerful in neutral.
* '''Unnessecary Amounts of Range:''' with permanent Blood Rage level attacks, every {{clr|3|S}} and {{clr|4|H}} normal is extremely large, sometimes hitting further than attacks designed to zone.
* '''Unnessecary Amounts of Range:''' with permanent Blood Rage level attacks, every {{clr|3|S}} and {{clr|4|H}} normal is extremely large, sometimes hitting further than attacks designed to zone.
* '''Nightless Immortality:''' With a Defense modifier of 0.276, Nagoriyuki's effective Health is over 4 times higher than Ky's. This also has a benefit that it's virtually impossible to bypass Guts thresholds, making him even tankier.
* '''Lore-Accurate Damage''': Many of his moves deal downright unreasonable amounts of damage.
* '''Lore-Accurate Damage''': Many of his moves deal downright unreasonable amounts of damage.
| cons =  
| cons =  

Revision as of 20:53, 30 July 2022

Emo Tarquin/Nagoriyuki (Stage 9)/Data

Overview
Overview

Stage 9 Nagoriyuki is the final boss of Arcade Mode if you are able to defeat Extreme mode Stage 8 Nagoriyuki without losing a round (you can however retry as many times as you like to accomplish this by intentionally losing if you lose 1 round). Consequently he is upscaled to a comically powerful degree.

File:Emo Tarquin Nagoriyuki (Stage 9) Icon.png Nagoriyuki (Stage 9) No results (名残雪), classified as a One Shot type, is a noble vampire samurai who exchanges bloodlust for long range, fearsome pressure and massive damage.

Pros
Cons
  • Instantly Wins on Block: With no Blood Rage to hold him back, he can quite literally win by just hitting any move into an infinite blocktstring that chips the opponent to death.
  • Advantageous Reversal: His Shiziruyiuki has become fully invincible, while still having cancels, making it able to both combo on hit and begin pressure on block.
  • Extreme Cross-Ups: Fukyo is able to cross through the opponent, able to perform cross-up mixups at any time, while fully comboing on hit.
  • Endless Tension: Nagoriyuki will gain constant Tension for free simply by existing, making Roman Cancels and his Overdrive Zansetsu extremely spammable, and allows a never-ending use of Faultless Defense.
  • Peerless Speed: Fukyo outmatches any movement in the game with its absurd speed, while still allowing him to use his insanely strong specials, making it extremely powerful in neutral.
  • Unnessecary Amounts of Range: with permanent Blood Rage level attacks, every S and H normal is extremely large, sometimes hitting further than attacks designed to zone.
  • Nightless Immortality: With a Defense modifier of 0.276, Nagoriyuki's effective Health is over 4 times higher than Ky's. This also has a benefit that it's virtually impossible to bypass Guts thresholds, making him even tankier.
  • Lore-Accurate Damage: Many of his moves deal downright unreasonable amounts of damage.
  • No Round Start: He begins the round entering Blood Rage, making him so minus the opponent gets to begin pressure for free.
  • Controlled by AI: If the AI were even slightly aware of its power, it would be 100% unbeatable, but it is very dumb and very easy to exploit.
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Nagoriyuki (Stage 9)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146S (9F) (Normal state only)
632146H (21F) (Blood Rage only)


Blood Gauge & Dizzy

The Blood Gauge mechanic is swapped out for a new one. Now, the Blood Gauge never changes from Nagoriyuki's actions. Instead, any time he takes damage, the gauge will be lowered.

Once the gauge is fully empty, Nagoriyuki enters a Dizzy state, completely unable to move, act, or even block, and can therefore be punished and comboed freely. Once his Blood Gauge refills, he returns to normal and the process begins again.

At full the gauge is a total 1500 units. The amount he loses depends on the attack used:

{

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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

Nagoriyuki's fastest strike. Useful for abare and as an occasional anti-air.

A standard jab. It's Nagoriyuki's only frame 5 strike, making it important for mashing out of grabs on wake up and for scramble situations. It's a serviceable anti-air in some scenarios, a strength accentuated by its ability to cancel into 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6. For example, 5P is a good option for punishing Millia's j.HGGST Millia Rage j.H.pngGuardHighStartup8Recovery25Advantage+1 (IAD) > air dash.

  • Initial Proration for combo : 80%

Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

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
40 Mid 7 2 12 0

A phenomenal kick attack. It's an amazing poke as well as a strong stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. option.

5K is one of Nagoriyuki's most important moves. It possesses best-in-class frame data and range, hitting about as far as most characters' Far Slashes. It is -2 on block and has threatening gatlings and special cancels, which allows for powerful, unpredictable stagger pressure. This is useful for tick throw set-ups when combined with the forward momentum gained from a 236K. With Blood to spend, it can lead to midscreen to corner carry combos that deal 50% damage with a wall break.

  • Needs one blood bar to combo into 6H against a standing opponent.
  • Initial Proration for combo : 90%

Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

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

A very powerful, plus on block normal. A magnificent tool for pressure and combos.

Nagoriyuki uses his shortsword for a quick slash. Its strong frame advantage and many active frames make it strong during pressure and as a meaty attack. With momentum from FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K), two c.S can reliably be used in a row to pressure the opponent. Gatlings from c.S lead to strong counter hit combos, dissuading the opponent from retaliating. c.S can be used as an anti-air due to its speed and high hitbox, but 6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 and ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) are preferred due to their better range and upper body invulnerability.

c.S is a powerful combo starter. It lifts a grounded opponent into the air, allowing for two c.S hits up close, such as with 236K momentum or in the corner. On block, gatlings 6H and 2S are a true blockstring at any Blood Gauge level. 5H and 2H are a true blockstring at one blood bar or more.

A staple of Nagoriyuki's offense, c.S is an oppressive tool that is sure to instill fear in even the most robust opponents.

  • Does not interact with the Blood Gauge in any way.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

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
30 Mid 16 3 28 -17

A long reaching stab attack. A good choice for poking, pressure and combos that also complements Nagoriyuki's other space control tools.

f.S is Nagoriyuki’s longest poke at 0 blood bars, though it is a bit slow and has long recovery. It improves at higher blood levels due to speed and power buffs, patching up two of the move’s shortcomings. It’s a strong pressure starter due to its gatlings and special cancel options. However, the hitbox is lacking vertically, making it vulnerable to low-profile moves. Comboing into f.SSS significantly reduces the Blood Gauge, making f.S a strong whiff punisher at high blood. It’s also a great combo tool for increasing wall carry.

An essential tool for many aspects of Nagoriyuki's gameplan, f.S is a move that's easy for anyone to make good use of when familiarised with its range.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, speed and power are improved.
  • Initial combo proration: 90%

Gatling Options: f.SS, 5H, 2H

f.SS

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

The second hit of Nagoriyuki's f.S rekka. Extends combos and pressure that f.S initiates, and leads to decent mix-ups of its own.

Nagoriyuki advances while swinging his sword. f.SS amplifies the capabilities of f.S. It gives Nagoriyuki more combo routes and boosts wall carry. It's also a valuable mix-up tool. If nothing is pressed afterwards, Nagoriyuki feints the animation for f.SSS, which can keep the opponent on their toes and let the user escape a punish. The natural frame trap between the two strikes allows f.SSS to hit an opponent pressing buttons. However, f.SSS is -25 on block and cannot be special cancelled, so it's best to use specials instead. The best choices are ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) which must be manually delayed, or KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) which has a natural frame trap; both give great reward on counter hit. f.SS > 214H > 623HH grants three frame traps. Should the opponent block all strikes, a backward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) lets the user disengage safely.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300).
    • Total Blood Gauge recovery for f.S > f.SS on hit is (-14.4/300) and the reduction applies as 2 separate instances each lasting 6 seconds.

Gatling Options: f.SSS

f.SSS

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

The finisher to Nagoriyuki's f.S rekka. Useful as a combo finisher and occasional blockstring extender if backed up with a Roman Cancel.

A strike that frame traps from f.SS. It's an alternative to ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) and KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 (214H) after f.SS on block if the user wishes to decrease the Blood Gauge. It also drains an impressive 64.8 Blood points on block; higher than any other blocked move. However, f.SSS is unsafe on block and does not lead to any extended combos. Therefore, it is best used with 50% Tension. That allows the user to PRC for safety on block and reduce the Blood Gauge without opening the opponent up. On hit, f.SSS > RRC provides combo opportunities while reducing the gauge.

f.SSS is also a staple combo finisher in juggle combos due to its long range, wall carry and high Blood Gauge reduction. It's a great choice for finishing a combo that has been extended by using special moves, as it will mitigate said combo's Blood gauge increase. It can also wallsplat, allowing the user to combo into c.S or WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 (632146S).

  • Deals chip damage.
  • Decreases Blood Gauge on hit and block (OH -115.2/300, OB -64.8/300).
    • Total Blood Gauge recovery for f.S > f.SS > f.SSS on hit is (-129.6/300) and the reduction applies as 3 separate instances each lasting 6 seconds.

5H

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

A massive horizontal sword slash. One of the best space control tools GGST has to offer, and a good punisher. Also a rewarding frame trap option.

With one or more Blood bars, 5H has outstanding range and good speed, outranging even f.S. At two Blood bars it is a great tool to keep the opponent at bay, especially considering Nagoriyuki's limited options. It’s an excellent tool for bullying characters with less range than Nagoriyuki, which is most characters. 5H covers ground space well, but can be vulnerable to jump-ins and certain low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. On hit, cancel into FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) to maintain optimal spacing and keep up the pressure. On counter hit, cancel into 236K and go for 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup16Recovery30Advantage-2 or 5H OTG for good, stable damage.

5H is a move that can make or break space control. Learn to recognize how far each blood level will allow 5H to reach, and study the opponent's movement patterns to determine when to swing. With correct usage, an impatient opponent can always be kept at bay.

  • Deals chip damage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, range, speed and power are improved.

5D

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
Uncharged
Charged 74 High 20 3 26 -15 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Nagoriyuki uses his long sword for a quick overhead. Can be gatlinged into from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • During homing dust, using j.S, j.H, and j.D will recover Blood Gauge like they normally would.
    • Gives Nago a double jump that he wouldn't normally have.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Using j.H drains 8 times as much of the blood gauge as j.S or j.D do, so route in as many j.H as possible to maximize recovery of the Blood Gauge.

2P

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
24 Mid 6 3 11 -2

A standard low jab. Primarily used for abare, as a slightly slower alternative to 5P that hits lower.

2P is a decent move for scramble situations where the opponent uses low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. However, some moves can still slip under it, and the reward on hit is low. It is also one frame slower than 5P, which makes it more likely to lose to some moves that 5P would not. A rather unremarkable attack overall.

  • Initial Proration for combo : 80%

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

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
26 Low 7 5 8 -1

A low kick with minor low-profile properties. Useful as a low mix-up and as a meaty attack.

The speed of 2K makes it a decent mix-up and Nagoriyuki's best low at close range. It can be used from an empty jump to hit an opponent expecting an aerial attack, though aerial approaches are far from Nagoriyuki's specialty. Because of its high amount of active frames, 2K becomes plus on block if it hits late. On counter hit, 2K can combo into c.S. These factors make 2K an excellent meaty option if there isn't enough time to get in range for a c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3.

  • Initial Proration for combo : 70%

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

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
?? Low 12 4 15 -5

A slash low to the ground. With excellent range and frame data, 2S is rewarding space control tool that is nigh impossible to punish.

This is a contender for the strongest mid-ranged poke in the game. It has a great combination of speed and range. It's likely to score a counter hit or interrupt a grounded approach when used in footsies range. If the opponent jumps while 2S is out, there might be enough time to interrupt their approach with an anti-air. In addition, the hitbox of 2S hits low enough to counter low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves, such as I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 or Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17. Thanks to Nagoriyuki’s powerful special moves, 2S is exceptionally rewarding for an S button.

When mixed with other poking moves, 2S can really get into the opponent's head. The threat of the move will likely make them play more carefully, giving the user more opportunities to enforce offense. It's impossible to overstate how strong of a move this is.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, speed and power are improved.
  • On hit, gatling 5H combos at 2 blood bars or higher.
  • Initial Proration for combo : 90%

Gatling Options: 5H, 2H

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

A massive, highly rewarding anti-air. Best used preemptively to interrupt aerial approaches from longer distances, such as IAD approaches.

2H is sluggish, but compensates with sheer size. It's a powerful move, but it does have its fair share of weaknesses. It lacks the speed and upper body invulnerability of moves like 6P. This means that a slow or improper read makes the user likely get Counter-Hit. The long recovery frames also means that Nagoriyuki is likely to get punished on a whiff. On the flip side, 2H is massively rewarding on counter hit, and on block, its air blockstun is high enough to initiate offense if 2H is canceled into Fukyo (236K). However, the speed and range of 2H isn't impressive with Blood Level 1, other anti-airs are usually better in that scenario. It's when boosted by one or more Blood bars that 2H truly shines.

Score a Counter-Hit or two with good use of this move, and the opponent will be forced to slow down and rethink their aerial approach.

  • Deals chip damage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, range, speed and power are improved.

2D

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
36 Low 12 3 18 -7

Standard sweep. Only sees use in combos and blockstrings due to being outperformed by other lows in neutral.

The range and frame data of 2D are decent. On hit, it can combo into 6H > 236K for good damage and okizeme. Despite being a passable move, it doesn’t see much use in neutral due to 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 and 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 outshining it. 2K is faster and can combo into 2D, giving 2K the same reward 2D has. 2S has longer range, is more rewarding, and its speed is equal or better depending on the Blood Gauge. That being said, 2D is a staple in combos and blockstrings due to being a low attack that knocks the opponent down.

  • Initial Proration for combo : 90%

6P

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

A fast, upper body invulnerable strike. Used as a counter poke and anti-air. A standard 6P, which makes it very good.

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.

6P is also an excellent anti-air. Its range is much smaller than 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup17Recovery29Advantage-17, but it comes with the benefit of being a lot easier to use in a pinch due to its upper body invulnerability and superior speed. This is Nagoriyuki's main tool to stop opponents from trying to engage with air attacks on reaction. Combo it into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) for powerful juggle combos.

  • Initial Proration for combo : 90%

6K

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

A forward-moving stomp attack. It's a niche move, seeing use only in the occasional blockstring and combo. Still good at what it does, though.

6K has use during blockstrings because the forward movement positions Nagoriyuki into throw range, though Faultless Defense can push him out. Staggering 5K > 6K can make the opponent freeze up due to the risk of special cancels. Due to pulling Nagoriyuki's lower hurtbox back, 6K can be a rewarding choice in anticipation of a low poke, though there are safer and more consistent moves to go for.

For combos, 6K is a good way to lead into 623H or 214H after a 5K. 5K > 6K can be reliably hit confirmed into follow-ups, such as the aforementioned special moves or an Overdrive. On counter hit, 6K staggers the enemy, allowing it to combo into a command throw. 6K also ground bounces on air hit, but there are better combo extenders for juggle combos.

  • Initial Proration for combo : 90%

6H

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

A large sword slash downwards. Very strong pressure option and combo tool.

6H is a great move for punishing abare An attack during the opponent's pressure, intended to interrupt it., as it leads to big damage off of a counter hit. 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 and c.SGGST Nagoriyuki cS.pngGuardAllStartup7Recovery10Advantage+3 are good options to gatling into it. c.S > 6H is a true blockstring if done instantly, but it frame trap if delayed. Its high hitbox also allow it to force a cornered opponent back to the ground, should they jump. Canceling 6H into backwards FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A (214K) will grant Nagoriyuki +2 on block frame advantage.

Due to its damage, knockdown, and Blood Gauge reduction, 6H is a good combo finisher in many situations. When ending a combo with 6H OTG, canceling into forward FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) results in favorable Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., for which c.S is a good option. If Nagoriyuki isn't in range to use c.S, then 2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 is a fine alternative.

  • Deals chip damage.

j.P

No results
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
Total: 21

A fast air-to-air. Has occasional use, but is mediocre and unrewarding.

Tied for Nagoriyuki's fastest aerial attack, alongside j.K. Its combination of fast start-up speed and short recovery means it can stop air approaches. j.P has a niche use in having a high enough hitbox to swat air-stall options, such as Zato's superjump FlightGGST Zato-1 Flight.pngGuardStartupRecoveryAdvantage-, while not being punishable on a whiff like Air Throw. However, Nagoriyuki’s lack of aerial special moves means that j.P doesn't lead to any powerful conversions. Air Throw and ground-to-airs are better options than j.P overall.

  • Initial Proration for combo : 80%

Gatling Options: j.P

j.K

No results
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
Total: 28

Another mediocre air-to-air. Can cross-up, but jumping mix-ups are generally ill-advised for Nagoriyuki.

Has a larger hitbox than j.P and has the same startup speed, but has longer recovery and suffers from the same lack of reward. If Nagoriyuki is already airborne and the opponent is at a lower altitude, j.K is the only option that is both fast and reliably hits at the right angle. In most cases however, the move is outclassed by Air Throw and ground-to-airs. The hitbox below Nagoriyuki is wide enough for j.K to function as a cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them., which can be set up with j.H combined with drift RC.

  • Initial Proration for combo : 80%

Gatling Options: j.D

j.S

No results
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
Total: 35

A standard air-to-air poke with good horizontal range. Also works as a jump-in punish against projectiles.

j.S is fairly slow and unrewarding at 0 Blood bars, but improves with higher Blood. It's Nagoriyuki's best air-to-air option when long, horizontal range is required, but his ground-to-airs are better for contesting aerial foes. j.S leads to powerful combos on counter hit against grounded foes. This, in combination with its long horizontal range, makes it important for punishing projectiles. Decent enough of a move when the situation calls for it, but nothing to write home about.

  • Deals chip damage.
  • Initial Proration for combo : 80%

Gatling Options: j.H, j.D

j.H

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
69 High 16 4 23 N/A

A large, downward sword slash. Has use as a jump-in and projectile punish, though jumping is rarely the best option for Nagoriyuki.

A decent jump-in option due to having a good hitbox below Nagoriyuki. However, its horizontal range is lacking. At 0 Blood bars, this move is too slow and short ranged to be worth using. This changes with at least one Blood bar. It can also lead to powerful combos on counter hit, making it a rewarding option for punishing projectiles with the right read.

In Blood Rage, j.H becomes an unreactable overhead if done instantly from a jump, which can be mixed up with lows and throws. However, a Roman Cancel is required to convert off of this instant overhead j.H. Without Tension, it is punishable even on hit.

  • Deals chip damage.
  • Decreases Blood Gauge on hit/block (OH -57.6/300, OB -7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, range, speed and power are improved.
  • Initial Proration for combo : 80%

Gatling Options: j.D

j.D

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

A long, disjointed attack that hits diagonally upwards in front of Nagoriyuki. A niche combo extender and air-to-air.

j.D functions as an air-to-air for opponents that approach from high angles, especially those that 2H cannot cover. It can be useful for keeping opponents from escaping the corner via the air, as well as hitting characters out of certain aerial moves, such as Elphelt's air Miss CharlotteGGST Elphelt Valentine j236S.pngGuardAllStartup14RecoveryUntil Landing + 7Advantage-17 (IAS) or Faust's LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage-.

On hit, it doesn't lead to any reward midscreen, though it does blow them back very far. Near the corner, however, the opponent is put into a very generous wallbounce. If it wallbounces, it is highly likely to combo into almost anything, but 2H generally has the best balance of high reward and consistency.

Lastly, it briefly stalls Nagoriyuki's air momentum on use, which can be used to alter the time when Nagoriyuki hits the ground; this constitutes Nagoriyuki's only way of mixing up his air movement, so it can be useful to confuse the opponent briefly, although this is risky due to its high recovery.

  • Deals chip damage.
  • Decreases Blood Gauge on hit (-7.2/300) over 6 seconds.
  • With each bar of Blood Gauge, speed and power are improved.
  • Initial Proration for combo : 80%

Universal Mechanics

Ground Throw

6D or 4D

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
99 120 2 3 38 N/a

Universal throw. Useful for mix-ups and for escaping pressure.

Nagoriyuki throws his opponent down to the ground like the trash they are. Like other characters' throws, this is a good mix-up option. Think of it as a faster but less rewarding alternative to Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA (623P). Its unusually long range for a ground throw makes it good for disrespecting pressure, which helps compensate for Nagoriyuki's generally slow moves. Ground throw grants strong okizeme on hit.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

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

Universal air throw. Excellent air-to-air and complements Nagoriyuki's mix-ups.

Air throw has long range, especially so above Nagoriyuki, making it a useful tool for interrupting air approaches. It is also faster than any of Nagoriyuki's aerial strikes, though air throw has a lot of recovery, so beware. On hit, it combos into 6H OTG, making it more rewarding than other characters' air throws. In addition, it can complement Nagoriyuki's mix-ups. A common option against Nagoriyuki's FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A mix-ups is 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., as it will cover many of Nagoriyuki's options. 236K into air throw is useful for countering chicken blocking.

For more on Fukyo mix-ups and how air throw plays into it, see the Strategy page.

  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Special Moves

Fukyo

236K or 214K

No results
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

A versatile command dash that increases the Blood Gauge. Essential for every aspect of Nagoriyuki's gameplan, from movement and punishment to pressure and combos alike.

Fukyo has two versions: 236K, which moves forwards, and 214K, which moves backwards. Both versions increase the Blood Gauge. Fukyo has many applications. Firstly, it compensates for Nagoriyuki's poor movement. 236K can be used to approach and 214K can be used to retreat and to dodge and punish attacks. Both versions leave Nagoriyuki with sliding momentum. The momentum can be canceled after the recovery by walking in the opposite direction. This allows the user to fine tune Nagoriyuki's positioning, which is key for moving to the optimal range to keep up pressure. The forward momentum of 236K can also be imparted to other actions, namely Nagoriyuki's other special moves and his jumps. 236K > 214H grants Nagoriyuki a relatively fast, full-screen lunging attack. This helps with closing space against characters with full-screen zoning options, such as Happy Chaos.

The forward momentum of 236K can extend combos, such as following up after 623H or staying in range for multiple c.S. The sliding momentum can also move him into position to extend pressure. For example, 236K > c.S on block leaves Nagoriyuki close enough for a follow-up 623P. Given that 236K and 214K has the same animation, the two versions can be mixed up to throw the opponent off. The user can bait and punish abare by moving backwards, or condition the opponent to expect backward movement and then move forward to open them up. For more on Fukyo mix-ups, check the Strategy page.

Fukyo is the glue that binds Nagoriyuki's move set together. Proper use of it is essential for mastering Nagoriyuki, so get comfortable with it.

  • Increases Blood Gauge (+43.2/300) over 3 seconds
  • 236K and 214K can cancel into specials from frame 14 and frame 9 onwards, respectively, except either variant of Fukyo.
  • Cancelable into itself with a 4 or 6 input while holding K.

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
24, 20? Mid 18 9 Total 39 +5

A versatile projectile attack that increases the Blood Gauge. Useful for counter-zoning, closing space and for pressure.

Nagoriyuki fires a body double of himself as a projectile. It starts up with a projectile clashing hitbox before becoming a traditional hitbox. It travels full screen quite fast while destroying almost any non-Overdrive projectile in the game, making it a very strong anti-zoning tool. 236S > 236K allows the user to advance towards the opponent while using the projectile as cover, providing an opportunity for a follow-up attack. This is a key approach option, as it allows the user to nullify an enemy projectile and close space at the same time. It is a rewarding, albeit Blood Gauge intensive, way to bypass enemy zoning. If 236S > 236K connect, Nagoriyuki can combo into f.SSS, mitigating the Blood Gauge increase.

At close range, Zarameyuki provides strong mix-ups thanks to its high frame advantage on block. For example, c.S will interrupt abare attempts after the projectile is blocked, which can be mixed up with a throw. Its long active duration also make it easy to hit the move meaty. Using it after knocking the opponent down with Bloodsucking Universe in the corner allows for extended pressure sequences due to the stage positioning and Blood Gauge reduction.

  • Increases Blood Gauge (+90/300) over 3 seconds.
  • Cancels single-hit projectiles.
  • Projectile becomes active on frame 12 with a projectile clashbox before transitioning to a projectile hitbox when near the opponent.
  • Clashbox lasts between 6~17F before transitioning to traditional active frames (total on-screen active time 15~26F).
  • Can be canceled into other specials starting from frame 16.
  • Initial Proration for combo : 80%

Kamuriyuki

214H

No results
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
Total: 32

A powerful and versatile lunging attack that increases the Blood Gauge. An excellent tool for closing space, punishment, pressure and combos.

Thanks to its impressive speed and range, Kamuriyuki is a good option for closing the gap and initiating offense. If used unpredictably during neutral, it's likely to interrupt forward movement or even score a counter hit. It's an excellent punisher, should the opponent whiff a risky move. It's also good for interrupting slow, reactable moves, such as Ky's Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] (236H). If 214H hits close and with low combo scaling, the knockdown from 214H can combo into 6H OTG, mitigating the move's Blood Gauge increase. During less ideal conditions, the user will need to close space with FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A (236K) before using 6H, if it can combo at all. Alternatively, combo 214H into ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 (623H) to launch the opponent for a stronger conversion, at the cost of high Blood Gauge increase.

However, the move is -3 on block at close range. This forces the user to special cancel or risk being punished by a throw. Nagoriyuki's special moves puts the user in a decent position to play mindgames with the opponent. If the opponent attempts a punish, a cancel into 623H will counter hit them, whereas 214K can dodge and punish. If the opponent is conditioned to stay passive, they become open to a throw. 214H also yields high reward on counter hit, making it a strong frame trap from moves such as 5H. Note that if only the final frames of 214H hit the opponent - such as from max range - Nagoriyuki is -1 on block, which means that special canceling isn't a must to stay safe. 214H also has airborne frames, allowing it to jump over certain attacks.

Kamuriyuki is a phenomenal move. It approaches, it combos, it punishes, it mixes, it sets up frame traps, it slices, it dices and it makes julienne fries. However, it will not pay your taxes. Nagoriyuki players are still debating how to best work around this significant shortcoming.

  • Increases Blood Gauge (+90/300) over 3 seconds
  • Airborne 5~12F
  • Initial Proration for combo : 90%

Shizuriyuki

623H

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
623H
623HH

The most broken invincible reversal ever conceived

Fast, fully invincible startup with enormous range that Hard Knockdowns on hit, this alone would make it the best DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in the game, and thankfully that's about as far as the AI will treat it.

This is able to fully special cancel, making it a DP that leads into (infinite) blockstring pressure on block. It's extremely hard to whiff it due to its huge range, and because it is a rekka the opponent wouldn't nessecarily be able to punish whiffing the first hit, as you can delay the rekka to catch punish attempts. Additionally this fully combos on hit, able to do monstrous, probably lethal, damage.

  • 623H~H(2) forces Hard Knockdown on hit, even from a combo.

Blood Rage Activation

Overdrives

Zansetsu

632146H

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
240 Mid 11+10 6 80 -66 1~26F Full

Combo finisher for unholy amounts of damage.

With the excessive abundance of Tension, Nagoriyuki can pretty much turn any hit into the vast majority of your health if he just confirms into this.

Serves petty much no purpose as a reversal due to how insanely busted Shizuriyuki is to cover that same role, and it is extremely punishable on block from any range, but it still reaches full-screen.