Nago counter guide>:)))

Nago counter guide>:)))

Round Start


Nago counter guide>:))) image 1

Nago counter guide>:))) image 2
Nago counter guide>:))) image 3
Nago counter guide>:))) image 4
Nago counter guide>:))) image 5

The most important factor on how well you'll do in the matchup is dependent on how you interact with him at the start. It's important to note that on round start your goal isn't to simply hit him out of his options. In the match up you get the most value out of wasting his resources and forcing him to use up his blood gauge without him landing hits. This gives him less access to his strong tools and makes his kit weaker.Typically the most common way of doing this is by playing less committal and defensive.

Nagos options

5K and 2K both have fast start ups and reach from round start distance. This can stuff a lot of round start buttons and start his pressure. He can use this to start far ranged stagger pressure with the threat of his specials and gatling options or even tick throw with 236K.This is relatively one of his lower risk buttons as he's only -2 on block.With resources the move is an incredible threat as he can convert into about 50% damage and wallbreak. He`ll generally use this as a poke to see what you do and how you react.

2S is his long ranged low poke.For a 2S it boasts a fast 12 frame start up and excellent range even at level 1.Nago will be looking to use 2S to fish for counterhits, beat 6P attempts, grounded movement attempts, and low profile moves

6K is mainly used as a specific low crush call out

Beyblade will RUIN your day if your not careful. Nago will mainly be using it to catch back dashes and run an RPS on block

DP is pivotal to his round start game plan and is your biggest OP.It is fairly fast at 11 frames, has a massive hitbox, has a built in second hit rekka that he can use to start a deadly frame trap game, and finally kills you on counter hit.

Counters

5K5K loses to 6P, If they don't 236K you can try to walk back whiff punish. 6P is a fairly high commitment that isn't in your favor so id recommend using it sparingly. In order to get real pressure from 5K Nago has to commit to an unsafe option or use more blood gauge so playing defensively can turn in your favor

6K6K is not a very high threat but is used enough to be worth mentioning. You can 6P, fast poke, jump, back dash, or block it

2S

2S will lose to back dash, jump, and F.S if it's faster than 12 frames. F.S will net you the highest reward but if he reads it he can 6P you. Back dashing is one of the strongest options as it's relatively safe unless read and puts Nago in a spot where he has to either spend resources to approach you or force you to approach.

BeybladeBeyblade can be beaten out in a few ways that vary in risk and reward. Most moves that are faster than 14 frames will beat him out and grab works too.This is by far the riskiest option as Beyblade does incredible damage on counter hit he can vary his timing as well to counter hit you.Crouch block is a strong option as the move is minus you can grab him to punish it. Usually tho this will put you at a disadvantageous spot as he can put you in a frame trap situation and punish your grab so be mindful of his habits when punishing this move.Jumping is the safest option avoiding the move completely and typically putting you in a good position. Just be careful you don't get DPd.

DPDP contrary to its commonly used name isn't fully invincible, it only has upper body invul on the first hit.It loses to fast low pokes, walk back, backdash, and jumping back(it'll still connect on block).As of version 1.33 its lower body hurtbox has been increased making low pokes a more consistent option to beat round start DP.That being said safety is key in this matchup and unless your being called out directly walking back , backdash,and jumping back can be very viable

Neutral


Nago counter guide>:))) image 21
Nago counter guide>:))) image 22
Nago counter guide>:))) image 23
Nago counter guide>:))) image 24
Nago counter guide>:))) image 25
Nago counter guide>:))) image 26
Nago counter guide>:))) image 27

Gameplan: Nagos options may vary heavily depending on his meter and blood gauge so make sure to keep track of it.Generally Nago`s neutral gameplan can be split into two parts where he can either approach or force you to approach. Which one they decide to do and when will vary heavily on each matchup and the player but knowing when and what to do is pivotal to winning neutral against him.

Strengths:

236k/214K[/previewimg]236k/214K is one of the most important tools in his kit in neutral. He will generally be using 236K to approach,cancel his normals and specials into block pressure and frame traps. His 214K is used to let him bait and punish moves, or just a get out tool.Both versions have the same start up animation so he can also use it to mix up whether he will approach or not.

Clone

Clone is a 18 frame start up and plus on block projectile.Its very strong as it beats out most projectiles so he can use it as an anti zoning tool. A common tactic you'll see in neutral is 236S>236K. This lets him safely get in with plus frames.At close range it can make his buttons safe and even get combos off of normals that he normally can't.

Beyblade

Beyblade is sort of similarly used as you would with clone in neutral in the fact that he generally wants to skip neutral.If it scores a normal hit or a counterhit he can convert big damage off of it.He can also freely special cancel out of it to start a frame trap set up.Also its worth mentioning that its only -1 when landing at max range.

Weaknesses:

To understand how to beat his specials in neutral its also important to understand how they work in offense so I will also be going over that in the offensive section. His buttons outside of 5K range are hella committal. Once your around 5H button range you can whiff punish sloppy 5Hs. His slash moves aren't any better on block either especially when instant blocked. here he'll be relying on counterhits and catching jumps with 2H/6P/J.D try and play safe outside the range of his normal's and punish his fishing attempt's have to experiment and try to see what punishes work for your character but vie set a few examples that should apply to whoever your playing as well.

j.D

FS

2S

Offense

Tools to look out for:

His fastest abare option is 5P, pretty standard jab that hits crouchers nothing much to note there

Nagos 6P on the other hand is exceptional compared to the cast.Its rocking some solid horizontal range,and low recovery on whiff

Thanks to his tools nago has some crazy combo conversions off of nothing so be hella careful!

Nago has a unique DP with upper body invuln, can convert into a full combo or mix up, it's not the most common option in defense but its strong enough to be aware of at least

YRC is a strong tool for nago due to his excellent options when he's close w frame advantage, his biggest threat after YRC is his command throw

It's also worth noting he has an above average back dash

He's got a pretty standard metered reversal, although it is worth noting that it resets his blood gauge

He does have a white wild assault that's +7 to +12 on block, has full body invuln 9~22F [9~34F] Strike/Projectile and guard crushes. It's usually not uses all to often in direct pressure but definitely look out for it when they have more frames to work with

Weaknesses to exploit:

His strongest follow ups to his reversal tools typically uses tension or gives him blood

If you can gauge if a nago relies on this too heavily on this let him waste his resources and opt back for a more defensive game plan. His mix ups are fairly linear if he tries to convert off his jabs and it super meter reliant

In general he has pretty mid movement options, with a slow super jump,no air dash, and no dash. That being said he has to commit pretty heavily in order to escape from the corner

If his blood gauge feel free to play as aggressive as you'd like as he will enter blood rage if he tries anything funny

Defense T~T


Nago counter guide>:))) image 56
Nago counter guide>:))) image 57
Nago counter guide>:))) image 58
Nago counter guide>:))) image 59
Nago counter guide>:))) image 60
Nago counter guide>:))) image 61

Once a nago lands a CH 2S/5H he will either transition into pressure or a combo, try playing around this and whiff punish if you can, outside of this rand they have to commit to something using resources

(6K) when nago is close he will run you down with 6K pressure, he can cancel a lot of his normals into it, frame traps, crushes lows, and its safe.Do not let him run you down with this.Either FD, IB grab him, or jump block after to force him to commit to something, I believe you can even back dash 5K > 6K

FSS(FSS) this is one of his strongest tools to start his pressure, he has a myriad of options out of it and is fairly safe on block if you don't complete the string.typically he's going to try to set up a strike throw game after FSS. He will either cancel into 214K to whiff punish, bite, or beyblade to punish mashing

There are two ways to make it harder for nago to pressure you with FSSS. The easiest way to counter it is to FD, he has to commit to 236K in order to grab you and use maven more of hit blood gauge in order to continue his pressure.The second and coolest option is IB the second hit then grab, hes minus 8 if he doesn't cancel it and even if he does he has to commit to something in order to counter it

6H

(6H) this move looks crazy but after the nerf he can't do too much after this. He will typically use this to set up a whiff punish because he's minus -2. If your in range try to low poke him if not your effectively back in neutral

(2S/5H) A really common set up you'll see is a 2S > 5H, this is incredibly minus with a lot of recovery frames. If you IB the 5H you can punish him with just about anything and make his life 100x harder so try to practice it in the range if you can

214K/236K

(214K/236K) this is very important to nagos pressure, it's the only way he can semi safely get in without being minus. 214K/236K have the same animation in order to trick you. DO NOT LET HIM GET AWAY WITH 236K. you can grab or 2P him, if you don't he can get in and do whatever he wants.

beyblade

(beyblade) He will usually do this to check if you're mashing. If you block it without FDing and he doesn't cancel it you can always grab him, after that hell have to cancel it again to use up even more gauge which at that point he should be at least half full

clone

(clone) this is his most common option to make himself plus and to start his strike throw.This costs a lot of blood so if you have the meter for it you can always YRC or burst afterwards putting him in a terrible situation. If not you can FD or mash before clone comes out.

(DP) though it's not a real dp it does have upper body invincibility can extend it to a second hit which hits overhead. This move is very minus so He will mainly use this to punish mashers and it has a crazy huge reward on hit so definitely respect this move.You won't see good nagos use this too much in their pressure due to how much blood it takes. If you see this tho just block high and FD and if he doesn't cancel it punish him

Block strings

5S > 214H > 236S > strike throw

FD this to avoid being put into strike throw

2K > 5P > 6P > 214H

2k 5p can be interrupted, and the the whole thing can be back dashed

2K > c.S > f.SS

2k cs can be interrupted. All the options after fss can be limited and force him to commit if you FD

Oki

214H > 2S > 236K > strike throw

In corner OTG 2k > 6K > 236S > strike throw

Meter usage

The most common ways a nago will use his meter wil be as a combo ender, this is very strong as it does a metric ♥♥♥♥ ton of damage and losses 2 bars of blood!

Fsss prc is a common set up nagos will do with a spare meter. He can use this as an option select, If you get hit he’ll convert into a combo and if it doesn't he's safe to do a pressure reset with far less blood. The main thing i'd suggest is just FD him to give him less option in pressure

In pressure situations he can PRC his command grab to make him safe if he whiffs.Most setups into his command grab you can FD or mash out of to avoid this. Or back dash? Jump block then use meter to make sure he doesn't chase you down, this is far safer.

Blood rage

PLEASE FOR THE LOVE OF GOD PUNISH HIM ON BLOOD RAGE POP. Even on block its -12. If your struggling to find a proper punish try to go into training mode and test what works best for your character

If he's in blood rage he's typically trying to do two things, burst off any hit you land or panick super. When he's in rage its way safer to just play defensive he’s screwed either way

PUNISH HIS SUPER IN BLOOD RAGE IT'S -66

Sources

Guilty Gear Strive: Nagoriyuki f.SS Pressure Guide

Why you lose to Nagoriyuki (Analysis)

Nagoriyuki Analysis: How to structure safe pressure and gameplay

Anti-Nagoriyuki Analysis: PapaLeo vs. TiredMage

How To Beat Nagoriyuki

Ramlethal Nagoriyuki Round Start Options Explained [Patch 1.11]

5 Ways to Defend against Nagoriyuki in Guilty Gear Strive | 5 Must Know Counters

https://www.dustloop.com/w/GGST/Nagoriyuki/Counterstrategy

https://www.dustloop.com/w/GGST/Nagoriyuki/Matchups

some good friends!

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3165124760					

More GUILTY GEAR -STRIVE- guilds