Nagoriyuki combo assortment
All the awkward pauses are to let you look at the blood gauge.
In this description I will mention the maximum blood that each combo adds. Each bar of blood will be considered '1,' ex. 0.5 blood would be half of one bar, 3 would be maxed out and entering blood rage. (Also, all of the values are just from me eyeballing it.)
Also a couple things that I want people to know but I forgot to put in the video:
At blood level 1, 5K 6H will combo on standing opponents.
At blood level 2, f.S/2S 5H will combo on standing opponents.
MIDSCREEN COMBOS
0:00 5P/2P starter, 0.9 blood
5P/2P 6P 214H 6H 236K
236K is for oki, not part of the combo.
0:06 5K starter, 1 blood
5K 6K 623H(1) 236K c.S f.SSS [wallsplat] c.S/super
At longer ranges, remove 6K.
If away from the wall, do 6H 236K instead of f.SSS, unless you need to sacrifice oki to mitigate blood gain.
0:17 c.S starter, 1 blood
c.S f.SS~623H(1) 236K c.S f.SS [wallsplat] 6H/super
0:28 f.S starter, 1.3 blood
f.SS 623H(1) 236K c.S 6H 236K
236K is for oki, not part of the combo.
This combo and the one before it are largely interchangeable. If you are far away from the wall, do this one. If you are able to reach the wall and want to break it, do the previous combo.
CORNER COMBOS
0:35 5K starter, 1.4 blood, no wallbreak
5K 6K 623H(1) 236K c.S 5K 6H 236K
236K is for oki, not part of the combo.
At longer ranges, remove 6K.
0:41 5K starter, 1.2 blood
5K 6K 623H(1) 236K 5K c.S f.SS [wallsplat] 6H/super
0:51 c.S starter, 0.9 blood
c.S f.SS 623H(1) 236K c.S c.S 6H [wallsplat] 6H/super
Easy hitconfirm and under a bar of blood usage. However, less damage than its counterparts.
1:02 c.S starter, 1.1 blood
c.S f.S 623H(1) 236K c.S c.S f.SS [wallsplat] 6H/super
Meant to be an easier version of the next combo, as you only have to do two c.S loops instead of three. This does sacrifice quite a bit of damage however.
1:14 c.S starter, 1 blood
c.S f.S 623H(1) 236K c.S c.S c.S 6H [wallsplat] 6H/super
The best of these three c.S corner combos, but also the most inconsistent. Do it if you can do it.
1:26 f.S starter, 0.9 blood
f.SS 623H(1) 236K c.S 5K 6H [wallsplat] 6H/super
THROW FRC COMBOS
1:37 Throw starter, midscreen to corner, 1 blood
Throw 66FRC c.S 623H(1) 236K c.S f.SSS [wallsplat] c.S/super
If away from the wall, do 6H 236K instead of f.SSS, unless you need to sacrifice oki to mitigate blood gain.
1:50 Throw starter, corner, 1 blood
Throw 66FRC c.S 623H(1) 236K 5K c.S 6H [wallsplat] 6H/super
BLOOD MITIGATION COMBOS
2:02 f.S starter, 0.8 blood
f.SS 214H 6H 236K
Works anywhere, easy to hitconfirm, doesn't cap blood very high and reduces it quickly afterwards, gives good oki and damage. Overall a reliable combo, just don't use it if you're above roughly 2.3 blood.
2:15 Blood draining buttons into Fukyo demonstration
This counts for basically any blood draining normal, but hitting one means you're able to Fukyo without gaining blood. This is extremely useful when high on blood (even as high as 2.9) for maintaining pressure after landing one of your buffed level 2 normals.
Note that this rule only applies on hit, not block.
2:24 f.SSS blood draining demonstration
The main purpose of f.SSS is for draining blood. It drains about a full bar, so when high on hunger, instead of doing a combo from a landed f.S, it's probably best to do this string to drain some blood.