Nagoriyukis low slash nerf makes it a prime target for punishing with mortobato on block as featured on patch discussion on beastcoast fgc channel. Almost all follow-ups leave a gap and if Nagoriyuki won't pre-emptively fukyo back, the super is the only way to avoid damage. At far range both supers will whiff. At the max range Mortobato won't connect if you don't follow up with other attacks, but that area is very narrow. I think Mortobato here is so good that you should try to bait it if you have enough meter.
Seems that every 6P beats cS > cS and cS > fS now. Most characters can 6P through cS > 5K, though Faust loses for example.cS > 5H seems to beat every 6P at least. pic.twitter.com/lxASk4gcnY— powerful masher (@daymendou) December 15, 2022
PSA TO #GGST_NAYou CANNOT cancel specials into BiteThis means there's AT LEAST a 10f gap between 214H and 623PI am disturbed by how many people still spread this myth to this day. pic.twitter.com/C7Rs2LjHD3— value (@invalidvaluev) October 28, 2022
Blood Rage activation is pretty bad on whiff, and blocking it does not make it safe. Don't let them get away with it.
Even though it's only -7, the damage can be devastating since Nagoriyuki loses health during it.
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Blood Rage activation is pretty bad on whiff, and blocking it does not make it safe. Don't let them get away with it.Even though it's only -7, the damage can be devastating since Nagoriyuki loses health during it.#GGST #GuiltyGearLibrary @mixboxarcade pic.twitter.com/zc7dpj4mSS— Mixbox | Applay (@fgcApplay) May 24, 2022
I want you to keep this in mind, Nagoriyuki is designed so that the standard counterplay I'm explaining sort of breaks down when Nagoriyuki starts doing Fukyo backwards 2S. However, it's -very- expensive to convert off of it decently. The better your basic defense against Nagoriyuki is, the more difficult it is to make powerful offense with how much blood he has left. TLDR; the blood meter gives alot of context
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