7 Must Know Nagoriyuki Combos for Guilty Gear Strive
I know Nago players didn't more Consistent damage but look at this way; at least round will be over faster. The Goal here was to create a combo guide that changed the requirement from landing 2 Nago bnb combos to something more like 1.5 and in some cases 1. 😭 He's just so FUN and you can see it in this Nagoriyuki guide for sure. Guess who's Next in for the Guilty Gear Strive Combo Series. I'll give you a hit, their also from Japan. 😏
BGM: Guilty Gear XX OST - Jack A Dandy (Slayers Theme)
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
~ = pressing the second input immediately after the first.
*Inputting Up (8), Down (2), Left (4), or Right (6) Twice before the Roman Cancel will move your character during the RC. We call this Roman Cancel Drifting. It'll be written as: 66RRC (This would be a Red RC drift Forward)
Combo Notation:
Anti-Air 6P Counter Hit Combo
CH 6P, 623HS, 236K, 4CS, 236K, 4CS, FS, S, S, 6H
- Starting round with 2S Followed by a quick anti-air 6P covers both the ground and the air well. 👍🏾
- Remember to hold back after 236K, [4], so you don't go under or slide to far after teleporting.
-6HS refunds the most blood gauge and your most damaging Wall break Move. If you feel you can't get to it just Press Close Slash
Uncharged 5D Fast RC Combo
5D, 66 RRC~CS, 623HS, 236K, 4CS, FS, S, S, 6H
- It doesn't matter if you Red RC or Purple RC as long as you cancel the startup of either with Close Slash. They do have different cancel windows though so choose one, learn the normal cancel timing, and stick with it. 👍🏾
6K Counter Hit Command Grab Combo
CH 6K, 236K, 623P, 66PRC~CS, 623HS, 236K, CS, 6H
- If you have 50% bar this should be your goto off of 6K CounterHit, Takes half you enemy HP, grants 3+ seconds of No blood gauge penalty, and you get wall break positive bonus. You'd have to unplug your controller after you land this to lose the round.
- 5K into 6K frametraps even sols 3Frame 5K. Always look to set this up.
6K Counter Hit Max Damage Combo
5K, 6K, 214HS, 623HS, 236K, 4CS, FS, S, S, 6HS
- More damage and Leaves you with a Ton of Bar to close out the ground. Just as good a combo.
Counter Hit Close Slash Combo
CH CS, Micro walk Forward, CS, 623HS, 236K, 4CS, FS, S ,S 6H
- Landing this counter probably means your oppoenent was scared of your command grab, which probably means they'll panic burst right after use the walk forward to look for the panic burst.
Counter Hit 5HS Combo
CH 5HS, 236S, 236K, 623HS, 236K , 4CS ,FS ,S, S, 6HS
- 2S, 5HS, catches players trying to interrupt 2S spam. Look for 5HS counterhit after you know they've had enough.
Counter Hits 623HS combo
CH 623HS, 236K, 5K, JcJK, JD, CS, 623HS, 236K, CS, 6HS, 632146S
- Forward Jump Cancel when the corner is off camera, and neutral jump when the corner can be seen on camera.
- Kills Chipp at around 30 Risc Guage. Which isn't to hard Setup after a 5hs Land in neutral. Just call this your Kill Combo for most matchups
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