Nagoriyuki is a unique and formidable character in Guilty Gear Strive, known for his distinctive Blood Gauge mechanic and powerful sword-based combat style. His gameplay centers around the careful management of his Blood Gauge, a resource that depletes as he uses special moves and fills when he successfully lands strikes on his opponents. This mechanic adds a layer of strategic depth to Nagoriyuki's playstyle, as players must balance offense, defense, and resource management.
Powerful Normals: Nagoriyuki boasts a variety of long-reaching normals, such as f.S and 5H, which allow him to control space effectively and keep opponents at bay.
Unique Blood Gauge Mechanic: His Blood Gauge adds depth to his gameplay, requiring players to balance offense, defense, and resource management. Successfully managing the gauge can lead to rewarding opportunities.
Command Throw: Bloodsucking Universe is a potent command throw that deals substantial damage and drains the opponent's Blood Gauge. It's a crucial tool for mix-ups and resource management.
Versatile Special Moves: Moves like Kamuriyuki and Shizuriyuki provide various options for closing the gap, punishing opponents, and extending combos. These tools make him formidable in various situations.
Powerful Overdrive: Wasureyuki, his Overdrive, is an invincible move that serves as both a reversal and a combo finisher. It deals high damage and helps manage the Blood Gauge.
Vulnerable to Zoning: Nagoriyuki struggles against characters with strong zoning abilities, as he lacks long-range projectiles or fast movement options to approach from a distance.
Blood Gauge Management: Proper Blood Gauge management is crucial but challenging. Overusing special moves can lead to Blood Rage, causing him to lose health gradually, which can be detrimental.
Slow Reversals: While he has powerful reversals, they tend to be slow and can be punished on whiff or block, making him susceptible to pressure.
Limited Defensive Options: Nagoriyuki's defensive options are limited, and he lacks fast invincible reversals. This can make it challenging to deal with relentless pressure from opponents.
High Execution Barrier: Mastering Nagoriyuki's optimal combos and resource management can be challenging, making him less accessible for newcomers to the game.
Nagoriyuki possesses a unique resource known as the Blood Gauge, which comprises three bars, each containing 100 Blood Points. Managing this gauge is essential to his gameplay.
Using special moves increases the Blood Gauge, with each bar representing a different level of enhancement for Nagoriyuki's S and HS normals. As the gauge fills, these normals become more potent. However, there's a trade-off, as the enhanced power also increases the damage Nagoriyuki takes.
To balance the Blood Gauge, Nagoriyuki can reduce it by landing sword normals on the opponent. Additionally, using the special move Bloodsucking Universe (623P) completely depletes the gauge. It's important to note that the gauge also gradually decreases over time, even without using special moves.
Maintaining the Blood Gauge at an optimal level is crucial because if it becomes completely filled, it triggers a condition known as "Blood Rage." In this state, Nagoriyuki's S and HS normals are at their strongest, but he loses access to his special moves, and his HP can drain by up to 50%. While there are instances where entering Blood Rage strategically can be advantageous, it's generally advisable to avoid this state, as it can lead to significant drawbacks and loss of control over the character.
Nagoriyuki's quickest normal attack, 5P serves multiple purposes. It's valuable for both aggressive play and occasional anti-air defense.
This move functions as a standard jab and connects even against crouching opponents. Notably, it stands out as Nagoriyuki's sole frame 5 normal attack, making it a crucial option for breaking out of grabs during wake-up situations and in fast-paced scrambles.
An outstanding poking tool and a valuable asset for applying stagger pressure, 5K plays a pivotal role in Nagoriyuki's neutral game.
Considered one of Nagoriyuki's most essential moves, 5K boasts exceptional frame data and range, covering a distance comparable to most characters' Far Slashes. On block, it registers at -2, but its impressive gatlings and special cancel options make it a formidable tool for unpredictable stagger pressure. This capability becomes even more potent when paired with a forward dash from a 236K input, facilitating tick throw setups. When Nagoriyuki has Blood to expend, 5K can lead to mid-screen to corner-carrying combos that inflict substantial damage, often resulting in a wall break and dealing up to 50% damage.
With its versatility and lack of significant drawbacks, 5K proves to be a reliable choice in nearly every situation, making it challenging to identify scenarios where it doesn't shine.
An impactful and advantageous normal attack, c.S, serves as an exceptional tool for applying pressure, executing combos, and dealing with opponents directly above Nagoriyuki.
c.S stands out as a formidable choice for pressure tactics, offering substantial rewards both when it connects and when it's blocked, all while rapidly increasing the opponent's RISC gauge. When blocked, 5K naturally creates an auto-timed frame trap, making it a highly effective option. While gatling moves can also serve as frame traps, they necessitate manual timing adjustments. When paired with the forward momentum generated by a Forward Fukyo input, c.S opens up opportunities for Tick Throws with the Bite mechanic or linking into another c.S. However, it's important to note that this approach becomes less effective when the opponent opts for Faultless Defense (FD), weakening c.S pressure against this defensive choice.
Undoubtedly, c.S stands as a foundational element of Nagoriyuki's offensive arsenal, serving as a menacing and oppressive tool capable of instilling fear even in the most resilient adversaries.
An elongated thrusting attack, f.S offers an attractive option for both applying pressure and executing combos, complementing Nagoriyuki's range-controlling techniques.
At zero Blood bars, f.S stands as Nagoriyuki's longest-reaching poke. However, it possesses drawbacks such as slow startup, relatively low damage output, and a mediocre hurtbox, rendering it a suboptimal choice compared to his other attacks. Its performance significantly improves as Nagoriyuki accumulates more Blood, as this enhances its speed, mitigating one of the move's initial weaknesses. Nevertheless, the hitbox's vertical coverage remains limited, rendering it susceptible to opponents executing low-profile maneuvers. When used in combination with f.SSS, it consumes a substantial portion of the Blood Gauge, making f.S a potent punisher for whiffed attacks when Nagoriyuki has high Blood levels. It also serves acceptably as a tool for extending wall carry combos.
The primary strength of f.S lies in its capacity to initiate strong pressure sequences due to its Gatling and Special cancel capabilities. Most notably, Gatling into f.SS advances Nagoriyuki significantly forward, positioning him within Bite range, setting the stage for strike/throw mix-up opportunities.
An indispensable component of Nagoriyuki's pressure game, f.S is a move that becomes highly effective with practice and familiarity, thanks to its impressive reach.
The second strike of Nagoriyuki's f.S rekka, f.SS serves as an extension to combos and pressure initiated by f.S and introduces its own mix-up potential.
During f.SS Nagoriyuki advances while swinging his sword, enhancing the capabilities of f.S. It opens up additional combo routes, improves wall carry potential, and becomes a valuable tool for mix-ups. If no further input is made after f.SS Nagoriyuki performs a feint animation, resembling f.SSS which can keep opponents uncertain and provide opportunities for the user to reset or disengage from the encounter. The most effective cancel options from f.SS are special moves. Kamuriyuki (214H) and a delayed Bite create a straightforward strike/throw mix-up. Opting for a backward Fukyo (214K) always remains a viable choice to safely disengage. With 50 Tension, executing a Gatling into a Roman Cancelled f.SSS not only depletes the Blood Gauge but also resets pressure.
It's worth noting that f.SS often acts as a prime frame trap point in Nagoriyuki's pressure sequences. Consequently, opponents may attempt to use an invincible reversal after blocking it. Despite having some vulnerability at -8 when not canceled into another move, there are no invincible reversals with a faster startup than Frame 9 in the game. Hence, it's not necessary to relinquish space and pressure by using Fukyo (214K) to bait reversals in this scenario.
Concluding Nagoriyuki's f.S rekka sequence, f.SSS serves as a valuable combo finisher and a tool for extending blockstrings through the use of a Roman Cancel.
This striking move functions as a frame trap originating from f.SS and becomes the preferred choice when the user has accrued 50 Tension. Remarkably, when blocked, f.SSS RC drains a substantial 64.8 units of Blood, and on a successful hit, it depletes an even more significant 115.2 units of Blood. This makes f.SSS RC the most common way for Nagoriyuki to expend meter, and mastering its effective use is crucial for maintaining pressure; it should be incorporated frequently into your strategy.
Furthermore, f.SSS serves as a fundamental finisher in juggle combos, owing to its extended range, capacity for wall carry, and notable Blood Gauge reduction. It proves particularly advantageous for concluding combos that have been extended with special moves, as it helps offset the Blood gauge increase incurred during the combo. Additionally, it can lead to Wall Splat scenarios, enabling the user to execute follow-up combos such as 6H or Wasureyuki (632146S).
A sweeping horizontal sword slash characterizes 5H, making it one of GGST's premier space control tools and a formidable option for punishing opponents, in addition to being a rewarding frame trap choice.
When wielding one or more Blood bars, 5H boasts an impressive range and respectable speed, surpassing even the reach of f.S. With two Blood bars, it becomes a highly effective means of keeping opponents at a distance, a valuable asset considering Nagoriyuki's relatively limited options. It excels at pressuring characters with less reach than Nagoriyuki, a category that encompasses most of the cast. While 5H effectively covers ground space, it remains susceptible to jump-ins and specific low-profile maneuvers. Upon a successful hit, it's advisable to cancel into Fukyo (236K) to maintain optimal spacing and apply consistent pressure. When it connects as a counter hit, performing a cancel into 236K opens up the possibility for follow-up combos such as 6H or 5H OTG, resulting in substantial, reliable damage.
Mastering the use of 5H is pivotal for effective space control. Recognizing the range each Blood level grants 5H and studying the opponent's movement patterns are essential to determine when to unleash this attack. With proper utilization, an impatient opponent can be consistently kept at bay.
Uncharged Dust Attack
Nagoriyuki swiftly employs his lengthy sword for a speedy overhead strike. As the sole standing overhead in his arsenal, 5D becomes a potent mix-up option when the user has accrued 50 Tension. It can be gatlinged into from 5K, 2K, or c.S, creating a mix-up opportunity. Notably, the gatling from c.S features a minimal 2-frame gap, rendering it resistant to mashing attempts, even when facing opponents with 3-frame normals.
Charged Dust Attack
The charged version of Nagoriyuki's Dust Attack shares similarities with the uncharged variant but exhibits a slower startup, allowing opponents an opportunity to react. However, when it connects, it paves the way for a highly damaging combo. Incorporating j.H into combos during the follow-up drains the Blood gauge at a rate eight times higher than that of j.S or j.D. Therefore, it's advisable to integrate as many j.H attacks as possible into the combo sequence to optimize Blood Gauge recovery.
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 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, largely outclassed by 2K in most aspects.
2K is a low kick move with slight low-profile properties, finding its value as a low mix-up tool and as a meaty attack option.
At close range, 2K's speed distinguishes it as Nagoriyuki's most effective low attack. Its extended duration of active frames grants it a unique advantage: when it connects late, such as from an OTG 6H, 2K becomes advantageous on block, registering as a plus on block situation. The minimal pushback on block further facilitates the possibility of executing Tick Throws, even against opponents using Faultless Defense, particularly when combined with momentum generated by a Forward Fukyo input. However, 2K's most significant drawback lies in its weak Proration value, leading to less-than-optimal damage output in combos.
These attributes position 2K as an excellent choice for a meaty attack, offering its distinctive advantages and disadvantages when compared to c.S.
2S stands out as a space control tool with a range that delivers rewarding results and boasts an excellent balance of startup speed and reach.
This move combines impressive speed and range, making it highly likely to score a counter hit or disrupt a grounded approach when utilized within footsies range. Furthermore, should the opponent attempt to jump while 2S is in motion, there's often enough time to thwart their aerial approach with an anti-air maneuver. Notably, the hitbox of 2S extends low enough to effectively counter low-profile moves, such as I-No's Stroke the Big Tree or Sol's Night Raid Vortex.
The synergy between 2S and Nagoriyuki's formidable special moves makes this S button attack exceptionally rewarding. When incorporated alongside other poking moves, 2S can effectively get inside the opponent's head. The mere threat of this move often encourages opponents to adopt a more cautious playstyle, granting the user increased opportunities to initiate offense and maintain control of the match.
2H stands as a formidable anti-air option, offering substantial rewards. It's most effective when employed proactively to intercept aerial approaches from a distance, such as Instant Air Dash (IAD) maneuvers.
While 2H certainly packs a punch, its slower execution is offset by its immense hitbox. It serves as a potent tool but bears certain vulnerabilities. Notably, it lacks the swiftness and upper body invulnerability seen in moves like 6P. Consequently, making a slow or inaccurate read can result in the user being exposed to a Counter-Hit. Additionally, the extended recovery frames leave Nagoriyuki susceptible to punishment if the move whiffs.
On the flip side, 2H delivers substantial rewards when it lands as a counter hit. Moreover, when blocked in mid-air, its elevated air blockstun facilitates the initiation of an offensive sequence if 2H is canceled into Fukyo (236K). However, the speed and range of 2H are less impressive at Blood Level 1, making other anti-air options generally superior in that scenario. It's when boosted by one or more Blood bars that 2H truly shines.
By consistently securing Counter-Hits with this move, the opponent is compelled to reassess their aerial approach, often leading to a more cautious and deliberate playstyle.
2D functions as a standard sweeping attack, primarily finding its application within combos and blockstrings, as it is outperformed by other low-hitting moves in neutral gameplay.
Regarding its range and frame data, 2D offers decent attributes. Upon a successful hit, it can be used to combo into 6H > 236K, yielding respectable damage and setting up advantageous okizeme situations. However, despite its passable performance, 2D tends to take a backseat in neutral engagements. Both 2K and 2S outshine it in this context. 2K boasts greater speed and the ability to combo into 2D, providing the same reward as 2D itself. On the other hand, 2S delivers extended range, enhanced rewards, and competitive speed, with the latter factor dependent on the Blood Gauge's state.
Nonetheless, 2D remains a pivotal component in combos and blockstrings due to its capacity as a low-hitting attack that knocks opponents down, contributing to overall strategy and mix-up options.
Nagoriyuki's 6P ranks among the finest in the game, offering outstanding range, minimal recovery on whiff, and remarkable rewards upon landing a hit.
With frame 1 upper body invulnerability, 6P excels as a counter-poking tool, enabling it to challenge opponent attacks in both mid and close range encounters. It proves particularly effective against forward-lunging, plus-on-block special moves, such as Giovanna's Trovão and May's H Mr. Dolphin Horizontal. Additionally, many standing attacks extend the character's hurtbox further than their animation implies, primarily due to the weapon itself having a hurtbox. This phenomenon is especially prevalent in moves like Nagoriyuki's f.S and Leo's f.S. Experimenting with 6P often yields surprising results, as it can successfully counter a wide array of attacks.
Furthermore, 6P serves as an exceptional anti-air option. While its range falls short of 2H, it compensates by being significantly more user-friendly in critical moments, courtesy of its upper body invulnerability and quicker execution. This makes it Nagoriyuki's primary tool for thwarting opponents attempting aerial approaches. Notably, it can be followed up with a combo into 623H, paving the way for potent juggle combinations.
In essence, 6P stands as a versatile asset in Nagoriyuki's toolkit, adept at halting opponents from engaging with air attacks and providing counter-poking opportunities with its range and attributes.
6K is a specialized move with limited applications, primarily finding use in occasional blockstrings and combo sequences. However, it excels in the roles it's designed for.
Within blockstrings, 6K serves a niche purpose due to its forward movement, positioning Nagoriyuki within Tick Throw range. It's worth noting that Faultless Defense can push Nagoriyuki out of this advantageous range. The move's strong frame advantage and special cancel options create an effective stagger potential, where sequences like 5K > 6K can make the opponent hesitate, fearing a Counter-Hit. Its high-profile frames make 6K a rewarding choice when anticipating a low poke, although 5K usually performs this task more efficiently and with lower risk.
In combo scenarios, 6K proves to be a valuable tool for transitioning into moves like 623H or 214H after 5K. The 5K > 6K sequence can be consistently hit-confirmed into follow-up actions, including the mentioned special moves or an Overdrive. Furthermore, on a counter hit, 6K staggers the opponent, allowing for a combo into a command throw.
While 6K may have limited usage, it excels in its designated roles, offering strategic advantages during blockstrings and contributing to effective combos when applied correctly.
6H is a formidable move known for its potent pressure and its role as a combo finisher, distinguished by its guard crush property. It ranks as Nagoriyuki's highest-damage normal attack, although it cannot be special canceled.
This move excels as a tool for punishing opponents' attempts at abare (interrupting offensive sequences). When it lands as a Counter Hit and meter is available, it leads to significant damage. Gatling options like 5K and c.S are effective for comboing into 6H. Executing c.S > 6H creates either a true blockstring when performed instantly or a frame trap when delayed. Because 6H registers at only -2 on block but inflicts substantial chip damage, it proves to be an outstanding choice as a blockstring conclusion. This strategic use sets the stage for advantageous mind games with the opponent, increasing the potential for landing powerful counterhits.
In certain scenarios, 6H OTG (On The Ground) serves as a valuable combo finisher, delivering considerable damage and effectively reducing the Blood Gauge. However, it's essential to note that this choice forfeits the opportunity for ok
j.P is a quick air-to-air attack that serves a limited role and is generally considered mediocre with modest rewards.
Tied with j.K as Nagoriyuki's swiftest aerial attack, j.P stands out due to its rapid startup and minimal recovery, making it effective at intercepting incoming aerial approaches. Notably, j.P finds a niche use in its elevated hitbox, allowing it to counter air-stall techniques such as Zato's superjump Flight, without being punishable on whiff, unlike an Air Throw attempt.
However, one notable limitation is Nagoriyuki's lack of aerial special moves, which means that j.P doesn't lead to powerful conversions or extended combos. In most cases, Air Throw and ground-to-air attacks tend to be more reliable and offer better overall options than j.P.
While j.P has its occasional utility in specific situations, it is generally considered less rewarding and versatile compared to other aerial options at Nagoriyuki's disposal.
j.K serves as your quickest jump-in attack, although it is considered a mediocre option for air-to-air combat. It does have cross-up potential, but it's generally not recommended to rely on jumping mix-ups with Nagoriyuki.
Sharing the same startup speed as j.P but offering a larger hitbox, j.K distinguishes itself in situations where Nagoriyuki is already airborne and the opponent is positioned at a lower altitude. In such cases, j.K is the sole option that is both swift and reliable for striking at the correct angle. However, outside of these specific scenarios, j.K is often overshadowed by the effectiveness of Air Throws and ground-to-air attacks.
Notably, j.K possesses a wide hitbox below Nagoriyuki, making it suitable for executing cross-up maneuvers. This can be achieved by setting up with j.H in combination with drift RC (Roman Cancel).
In essence, j.K primarily serves as a speedy jump-in option, although it lacks the same level of effectiveness as other aerial choices for air-to-air combat with Nagoriyuki.
j.S stands as Nagoriyuki's jump-in option with the most extended range and also serves as a standard air-to-air poke with commendable horizontal reach.
Notably, j.S exhibits a relatively slow startup and offers modest rewards when Nagoriyuki's Blood gauge is at 0. However, its performance significantly improves as the Blood gauge rises. It shines as Nagoriyuki's go-to choice when seeking long horizontal range in air-to-air situations, although his ground-to-air attacks generally outperform it when contesting airborne opponents.
j.S becomes a potent tool for initiating powerful combos on Counter Hits against grounded foes. This attribute, coupled with its extended horizontal reach, positions it as a crucial asset for punishing projectiles effectively. While j.S proves decent enough in situations that demand its unique attributes, it may not be considered a standout move in Nagoriyuki's repertoire, especially when compared to some of his more potent options.
j.H features a substantial downward sword slash, serving multiple purposes as a jump-in attack and a means to punish projectiles, although jumping is not typically the optimal choice for Nagoriyuki.
This move offers a decent jump-in option due to its effective hitbox beneath Nagoriyuki. However, it suffers from limited horizontal range. When the Blood gauge is at 0, j.H is generally too sluggish and short-ranged to justify its use. However, its effectiveness undergoes a notable transformation with at least one Blood bar, making it a considerably more viable option. Additionally, j.H can lead to potent combos on Counter Hits, rendering it a rewarding choice for punishing opponents using projectiles when the timing is right.
In Blood Rage state, j.H becomes an unreactable overhead when executed instantly from a jump. This creates a mix-up opportunity, allowing Nagoriyuki to alternate between overheads, low attacks, and throws. However, capitalizing on this instant overhead j.H requires the use of a Roman Cancel for proper conversion. Without the availability of Tension, even if it connects, it remains punishable, emphasizing the importance of resource management and tactical decision-making when incorporating this technique.
j.D is a lengthy and disjointed aerial move that targets diagonally upwards in front of Nagoriyuki, serving a niche role as both a combo extender and an air-to-air tool.
In terms of air-to-air combat, j.D proves valuable against opponents who approach from high angles. While it doesn't offer substantial rewards in midscreen scenarios, it possesses the unique ability to wall bounce on hit. This attribute can be particularly useful for preventing opponents from escaping the corner via aerial maneuvers and for intercepting characters utilizing specific airborne attacks, such as Faust's Love.
Additionally, it's worth noting that j.D momentarily disrupts Nagoriyuki's air momentum upon use. This characteristic can be strategically employed to alter the timing of Nagoriyuki's descent, potentially confusing the opponent and adding an element of unpredictability to his aerial movements.
In essence, j.D serves as a versatile tool in Nagoriyuki's toolkit, offering utility in specific situations as both an air-to-air option and a combo extender while capitalizing on its unique properties to disrupt opponents' expectations.
Fukyo stands as a versatile command dash that plays a pivotal role in Nagoriyuki's gameplay by increasing the Blood Gauge. It proves indispensable across various aspects of his game plan, encompassing movement, punishment, pressure, and combos.
Fukyo comes in two versions: 236K, which propels Nagoriyuki forward, and 214K, which causes him to retreat. Both versions serve to raise the Blood Gauge, an integral resource for Nagoriyuki. This command dash effectively mitigates Nagoriyuki's otherwise lackluster mobility. Use 236K to close the gap and 214K to create distance, evade incoming attacks, and capitalize on openings for punishment. Following the execution of either version, Nagoriyuki maintains sliding momentum, which can be canceled during recovery by holding the opposite direction. This feature allows precise control over Nagoriyuki's positioning, a crucial aspect of maintaining optimal pressure range.
Moreover, the forward momentum of 236K can be transferred to Nagoriyuki's other special moves and even his jumps. The latter half of Fukyo can be seamlessly Special-cancelled into any of his special moves except for 623P, further enhancing its adaptability within Nagoriyuki's game plan. For instance, executing 236K followed by 214H unleashes a lightning-fast, full-screen lunging attack, proving valuable when approaching zoning characters.
Additionally, the forward momentum of 236K extends combo potential by enabling Special cancels both into and out of the dash. This can be leveraged to maximize damage output, such as following up with 623H or maintaining pressure with multiple c.S attacks. The sliding momentum also positions Nagoriyuki for pressure extensions, as evidenced by 236K into c.S on block, which leaves him close enough to threaten with a Tick Throw 623P.
A notable aspect of Fukyo is its potential to mix up opponents, as both 236K and 214K share the same animation. While the backward version possesses considerably less recovery compared to the forward dash, this discrepancy can be exploited to bait and punish opponents attempting to mash out attacks. It also allows the user to condition opponents by initially moving backward and then swiftly transitioning into forward movement, catching them off guard with unexpected Throws and other offensive tactics.
Fukyo truly serves as the linchpin that binds Nagoriyuki's moveset together. Proficient utilization of this command dash is fundamental to mastering Nagoriyuki's playstyle, so investing time to become comfortable with it is paramount to his success.
Zarameyuki represents a versatile projectile attack in Nagoriyuki's arsenal, serving various purposes such as increasing the Blood Gauge, countering zoning tactics, closing the distance, and applying pressure.
When executing Zarameyuki, Nagoriyuki unleashes a body double of himself in the form of a projectile. The move begins with a projectile clashing hitbox, transitioning into a traditional hitbox as it travels. Notably, it swiftly traverses the entire screen, effectively obliterating nearly any non-Overdrive projectile in the game. This feature establishes Zarameyuki as a potent anti-zoning tool, enabling Nagoriyuki to neutralize enemy projectiles while advancing towards the opponent.
One key tactical approach involves executing 236S followed by 236K. This maneuver allows the user to simultaneously close the distance and utilize the projectile as cover, creating an opportunity for a subsequent offensive strike. This approach proves invaluable, offering a rewarding means to bypass enemy zoning tactics, albeit at the cost of Blood Gauge consumption. Should 236S > 236K connect, Nagoriyuki can capitalize on the situation by following up with f.SSS, effectively mitigating the increase in the Blood Gauge.
At close range, Zarameyuki becomes a formidable tool for mix-ups due to its high frame advantage on block. For instance, it facilitates interruptions against opponent attempts to counterattack after blocking the projectile. This can be seamlessly mixed with a 623P, enhancing its utility. Moreover, Zarameyuki serves as an excellent pressure starter, particularly after successfully landing Bloodsucking Universe on the opponent. This synergy is most pronounced in the corner, where it can lead to devastating pressure sequences.
In summary, Zarameyuki emerges as a multi-faceted asset in Nagoriyuki's repertoire, offering both defensive and offensive capabilities. Its ability to counter zoning, close the gap, and apply pressure makes it a versatile tool that can adapt to various situations and strategies.
Kamuriyuki stands as a formidable and versatile lunging attack in Nagoriyuki's arsenal, designed to elevate the Blood Gauge while offering exceptional utility in a range of combat scenarios. This move excels at closing distances, delivering punishing blows, applying relentless pressure, and enabling fluid combo transitions. Notably, Kamuriyuki can be special cancelled into any of Nagoriyuki's other special moves except for 623P.
Boasting impressive speed and reach, Kamuriyuki serves as an effective tool for narrowing the gap and initiating offensive maneuvers. When employed unpredictably during neutral play, it often serves to disrupt opponents' forward movements or secure a Counter-Hit. Furthermore, its prowess in the punishment department allows it to be executed in response to slow moves, such as Ky's Charged Stun Edge (236H). In cases where 214H connects closely and early in a combo, the subsequent knockdown can smoothly transition into a 6H OTG, minimizing the increase in the Blood Gauge. In less favorable conditions, players may opt to close the distance by utilizing Fukyo (236K) before executing 6H. Alternatively, comboing 214H into Shizuriyuki (623H) results in launching the opponent for a more potent, albeit Blood Gauge-intensive, conversion.
However, it's imperative to note that Kamuriyuki carries a -3 on-block disadvantage when executed at close range. This necessitates either a Special-cancel or the risk of being susceptible to a Throw counterattack. The special moves at Nagoriyuki's disposal position the user favorably for mind games against opponents. Those who attempt to retaliate might find themselves on the receiving end of a Counter-Hit from a 623H cancel, while 214K can deftly evade Throw attempts and subsequently punish. Conditioning passive opponents opens the door to Throw opportunities. Furthermore, 214H, when scoring a Counter-Hit, delivers substantial rewards, making it an adept frame trap from moves like 5H. Importantly, if only the final frames of 214H connect with the opponent, such as from maximum range, Nagoriyuki assumes a -1 on-block status, alleviating the necessity for immediate Special-cancelling to maintain safety. Additionally, 214H incorporates airborne frames, enabling it to leap over specific attacks, including Potemkin's Slide Head.
In summation, Kamuriyuki stands as an exceptional and multifaceted maneuver, showcasing its capabilities across a wide spectrum of combat scenarios. Its versatility encompasses closing distances, executing combos, delivering punishing blows, creating mix-up opportunities, and enhancing overall combat proficiency.
Shizuriyuki stands as a substantial and versatile two-hit rekka within Nagoriyuki's repertoire, designed to elevate the Blood Gauge while offering an array of applications, including frame trapping, combo extensions, anti-air capabilities, and even an oppressive round-start option. Remarkably, both hits of Shizuriyuki can be cancelled into any of Nagoriyuki's other special moves, with the exception of 623P.
The sequence begins with a 623H input to initiate the first hit, and a follow-up press of the H button launches the second hit (623HH). Crucially, the follow-up hit can be notably delayed and is even viable on whiff. When executed after moves like Kamuriyuki (214H) on block, the first hit can serve to bait opponents who challenge the user, and the follow-up can catch them off guard. Both hits of Shizuriyuki yield substantial rewards upon landing a Counter-Hit, rendering it a potent tool for conditioning opponents. Additionally, Shizuriyuki is an invaluable asset for extending combos. 623H propels the opponent into the air, setting the stage for juggle combos, while 623HH results in a ground bounce, paving the way for explosive yet Blood-intensive combinations, such as 623HH into 214H loops. Furthermore, Shizuriyuki can be leveraged to execute a straightforward low/high mix-up by transitioning into 623HH or 214H, though this approach is most effective after successfully executing 623P to mitigate the substantial Blood cost.
Remarkably, this maneuver serves as an oppressive round-start option, capable of countering almost any typical round-start move. Even if the opponent attempts to evade the initial hit by retreating, the second hit often deters them from pursuing a punish. Most characters lack effective counters against 623H, particularly when considering the associated risk and reward factors. Shizuriyuki further demonstrates its prowess during neutral encounters thanks to its impressive range, disjointed hitbox, and upper body invulnerability. Sequences like 236K > 623H serve as the closest approximation to a jump scare in Strive, delivering a substantial, traveling, low-profile Large Counter Hit starter that punishes even those who briefly lapse in vigilance.
In summary, Shizuriyuki embodies an oppressive, formidable, and occasionally rage-inducing maneuver. However, it's essential for users to exercise moderation, as 623H continues to incur Blood costs despite its undeniable effectiveness.
Bloodsucking Universe is widely regarded as one of the most formidable Command Throws in the game, trailing only behind the legendary Potemkin Buster in terms of sheer effectiveness. This move delivers substantial damage and, upon a successful hit, nearly drains the entire Blood Gauge, rendering it an indispensable tool for executing mix-ups and managing the Blood Gauge efficiently.
The primary utility of Bloodsucking Universe resides in punishing opponents who opt to block and, crucially, conditioning them to challenge your blockstrings. Thanks to its swiftness, it excels at catching opponents off guard after a sequence of moves. A particularly effective tactic is initiating it after a Forward Fukyo (236K), the second hit of f.SS, Kamuriyuki (214H), or following a c.S or 2K with momentum gained from 236K.
It's important to note that the healing effect of this move is proportionate to the damage dealt, working in tandem with the Guts mechanic. Consequently, its healing prowess becomes especially pronounced when Nagoriyuki is at a low health threshold, the opponent boasts high health, and/or the opponent carries a low defense modifier.
An intriguing aspect of 623P is its capacity to abruptly halt the progression of the Blood Gauge, regardless of how rapidly it was previously increasing or decreasing. This feature can effectively prevent Nagoriyuki from entering Blood Rage. Furthermore, the Drain effect persists for its full 3-second duration, even if the Gauge is fully depleted during the effect. This unique property permits the cost of several Special moves to be nullified when used within the Drain window, as long as their cumulative Blood Gauge cost does not exceed 280 points. This empowers users to extend pressure sequences and leverage Special moves more liberally. The efficacy of these sequences is particularly pronounced when the opponent is cornered, as Nagoriyuki ends up in closer proximity to them. For further insights, refer to the Strategy page.
Despite its myriad strengths, it's essential to remember that this move is a Throw, rendering it vulnerable to opponents who might attempt to interrupt it with a well-timed mash, evade it through jumping or backdashing, or punish it upon anticipation. As alluring as feasting on your foe may be, using it predictably will only result in a Counter-Hit combo against you. Therefore, exercise a measure of restraint and cunning in its application. A modest appetite is advised over insatiable hunger!
In most instances, Blood Rage activation stands as a precarious situation for Nagoriyuki, one that should be diligently avoided whenever possible.
The onset of Blood Rage occurs when Nagoriyuki's Blood Gauge reaches its maximum capacity. To cease this state, Nagoriyuki must either utilize Zansetsu (632146H) or allow a sufficient amount of time to elapse, approximately 3.5 seconds. During Blood Rage, Nagoriyuki gradually loses up to 50% of his maximum health, although it cannot result in his death. By maintaining the Faultless Defense (FD) input, one can prolong the activation process as long as Nagoriyuki possesses Tension. However, the activation initiates instantly once the FD input is relinquished.
Blood Rage activation includes a non-damaging hitbox. Upon contact, the opponent is launched away and knocked down. Notably, this activation cannot breach walls; instead, it knocks down a wall-splatted opponent. If an opponent blocks the activation, they can seize an opportunity to retaliate despite the Guard Crush properties. Moreover, the extensive recovery frames of the activation render Nagoriyuki susceptible to punishment if it whiffs. Confronting both a combo and a 50% HP drain concurrently, compounded by a defense debuff, often results in a round loss, even when starting with full health. In the improbable event of surviving such punishment, contacting the local newspaper might be a prudent course of action.
The deactivation animation, distinguished by its invincibility and absence of recovery frames, essentially engenders a screen freeze. This temporarily immobilizes Nagoriyuki but allows the user an invaluable window to discern and react to the opponent's actions. Consequently, it serves as a crucial lifeline for weathering enemy mix-ups and okizeme, particularly when the user possesses the necessary Tension to utilize Wasureyuki.
Blood Rage Activation can adopt a somewhat safer aspect if the opponent blocks it in a meaty fashion. However, more often than not, opponents fail to heed the status of the Blood Gauge and incur unnecessary hits. An optimal approach is intentionally incorporating the activation into a combo. When executed within the corner, this strategy can mitigate the adverse consequences of Blood Rage while offering enticing mix-up opportunities. Nonetheless, it should be noted that this setup is notably intricate and generally challenging for beginners to master.
Wasureyuki is an immensely potent Overdrive move that brings together invincibility, Blood Gauge management, and significant combo potential.
When Wasureyuki connects with the opponent up close, it triggers a cinematic sequence. During this cinematic, the Blood Gauge undergoes a temporary pause, but its increase or decrease resumes after the sequence concludes. Should Wasureyuki strike the opponent with the tip of the blade, it will propel them into the air without initiating the cinematic, resulting in a standard knockdown. Notably, the Blood Gauge reduction does not apply in this scenario. Nevertheless, the user can prolong the combo by capitalizing on the opponent's fall to the ground, potentially with follow-up attacks like f.SSS.
Wasureyuki excels as a powerful reversal due to its substantial damage output and Blood Gauge depletion, while boasting excellent start-up speed and a generous hitbox. However, it comes with the risk of being punished when whiffed or blocked. Due to its multi-hit nature, it maintains formidable damage even after extensive scaling in late-game combos, rendering it a compelling choice as a combo finisher.
In essence, Wasureyuki embodies both style and substance, serving as a formidable tool that combines invincibility, Blood management, and a striking visual flair. It stands as an excellent option for players seeking both utility and flair in their gameplay.
Zansetsu, exclusive to Nagoriyuki's Blood Rage state, stands as his sole Overdrive option. While primarily intended as a combo finisher, it also functions as a suboptimal invincible reversal.
In the state of Blood Rage, Zansetsu exhibits significant reach, allowing it to be confirmed from virtually any well-timed strike. Its damage potential is immense, even when utilized at the conclusion of a scaled combo. To maximize its utility, it should generally be executed as swiftly as possible to minimize the health loss incurred due to Blood Rage.
However, Zansetsu falls short as a reversal option. Its notable startup frames pose a challenge in terms of connecting with opponents, and its extended recovery time renders it consistently punishable by all characters, even when used at a considerable distance. The situation is exacerbated when facing opponents with 50% Tension, as they can Purple Roman Cancel (PRC) Zansetsu upon observing the super flash animation.
Though relatively uncommon in higher-level play, Zansetsu retains value in defensive and neutral situations. It can prove potent against opponents who rely on slow-moving attacks with substantial startup and recovery frames, particularly when they lack the meter for defensive options. Nonetheless, it remains a situational choice rather than a reliable reversal tool.
Nagoriyuki is a formidable character in Guilty Gear Strive known for his unique Blood Gauge mechanic and powerful sword-based moveset. His gameplay revolves around managing his Blood Gauge, which depletes as he uses special moves and fills when he lands strikes on opponents. This mechanic adds an additional layer of strategy to his playstyle.
Nagoriyuki boasts an array of long-reaching normals, such as his f.S and 5H, which allow him to control space effectively and keep opponents at bay. His Bloodsucking Universe command throw is a key tool for mix-ups and Blood Gauge management, as it deals significant damage and drains the opponent's Blood Gauge upon connecting.
He has access to various special moves like Kamuriyuki and Shizuriyuki, which are excellent for closing the gap, punishing opponents, and extending combos. Shizuriyuki, in particular, is an oppressive round start option and offers powerful frame traps.
Nagoriyuki's Overdrive, Wasureyuki, serves as both an invincible reversal and a combo finisher, while his Blood Rage exclusive Overdrive, Zansetsu, is primarily used as a combo ender due to its immense power.
Overall, Nagoriyuki is a versatile character with strong zoning and mix-up potential, making him a formidable choice in Guilty Gear Strive for players who can effectively manage his Blood Gauge and capitalize on his punishing moveset.