COMBO TIME STAMPS 0:24 K>6K>623HS>236K>S>6HS>236K -->623P -->S>6HS 0:36 236S>236K -->S>S>623HS>236K>K>6HS>236K -->623P 0:47 HS,S,2S,K or 6K(1HIT)>214HS>623HS>236K>S>S>S>S>S 0:56 K>2K(2HIT)>214HS>623HS>236K>S>S>S>214HS>6HS 1:05 K>6K(2HIT)>214HS>623HS>236K>K>S>6HS>6HS 1:14 HS,S,2S,K or 6K(1HIT)>214HS>623HS>236K>K>K>S>D(Hold for a moment)>6HS 1:23 S,S(CH) or HS(CH)>214HS>623HS>236K>S>D(Hold)>K>6HS>632146S>6HS>236J>6HS 1:38 623P>RC>2HS>623HS>236K>S>HS>214HS>6HS COUNTER HIT ANTI-AIR TIME STAMP 1:47 2HS(CH)>236K>S>623HS>236K>S>6HS>236K -->623P -->S>6HS 1:54 2HS(CH)>236K>2S>214HS>623HS>236K>S>623HS>236K>S>632146S 2:13 2HS(CH)>236K>K>jK>jD>K>623HS>236K>K>6HS>632146S 2:31 2HS(CH)>236K>S>623HS>236K>S>D(Hold)>K>6HS>6HS MAX BLOODRAGE TIME STAMPS 2:41 2S>HS>632146HS 2:46 HS(CH)>2S>HS>632146HS COMBO INTO BLOODRAGE TIME STAMP 2:54 HS,S,2S,K or 6K(1HIT)>214HS>632HS>236S>236K>K>214HS>623HS(2HIT)>236K>MAX BLOODRAGE>jHS>RC>6HS>632146HS
I'm able to do a good amount of these consistently now! Thanks for the upload and simple format! Great quick guide to some basics! Only thing is I've noticed the damage is lower in game than what's shown here for most combos. Did they nerf Nago's damage in 2 weeks? Very confused, unless I'm missing something.
Ngl i think u can u use the first two starter combo moves into his spin lunge stab into his special roman cancel into dust for a tod but i haven't tried yet also very impractical cuz two tension bars and u ACTULLY need to use the dust while holding up then combo to tod
@@ThusSpokeFlexo Nago gets slept on for this, man gets a meterless Dash RC and comboable specials, but his blood gauge drains so much health that people dont want to use him.
@@spideysquestionablyusedcha5069 its not really surprising. All that damage often means nothing if you can't land the command grab, otherwise Nago more often than not pops bloodrage and unless the opponent is dumb or just has no projectile attacks he is easily handled. Dont get we wrong, i love Nago, and if you can master him he's a beast, but he's a characters whom many arent gonna pick up and stick with regardless of his damage, when you have Sol, Leo, Ram etc who can also do insane numbers and shit for free (or for lack of serve punishment)
@@austingoyne3039 You're right, but in instances where you just cant find a grab opening or you're far too into blood anyways, there's no counterplay. Anyone guarding or walking gets a free 50% and there's nothing you can do about it without wasting 50% tension. Give blood rage a dash lmao.
I don't know any difference from the previous betas. The jumping D combo I know is the 2:13 combo. or Corner anti-air jD>wall bounce>jK>close S>623HS>236K>close S>6HS~
There are a lot of differences I've noticed. His combo juggles changed in a way that he can't use the same move a ridiculous amount of times, I may only be noticing this now but the more blood he builds the longer his normals become which is nice. Also the rate at which his blood builds and decreases has changed. This is best Nago since beta testing
im having difficulities with the command grab input even though I can pull off the anti air quarter circle forward. Are there any conditions tied to the command grab e.g specific distance, blood rage bar etc .
All anti-air combos are possible from 0 Blood Gauge. The first anti-air combo can be done anywhere. The second anti-air combo is possible in the center. The third anti-air combo using jD can be performed slightly closer to the corner than the center. The fourth anti-air combo is a corner combo.
Conditions for command grab are: Not in hit stun, not in block stun, not airborne or pre-jump. It also seems like there may be a brief window of throw invincibility on wakeup.
Cant get my 236K to pop after one slash of 623HS, never activates after the first sword strike, what do you think I am doing wrong? I've tried later and immediately after input, haven't gotten it once :(
You dont allways want to end with overdrives, keep the resources and use them for defensive options, u already are doing so much damage and the scale dmg would be awful. Thats my take tho
i always knew the blood gauge was not a weakness but his strength. Even when going into blood rage, if you are just limited to just regular moves and counters, it should not alter your outcome if you just see it as such. The stigma / meta is that when Nago enters bloodrage he is doomed so that encourages others to press the advantage...so why shouldn't Nago players do the same? Know the mechanics and what moves and combos can be used, ( because there are ), and turn the tide.....
The strongest arguement against a strategy like this is if an opponent knows you are pushing too hard they can burst to break your combo, you have the berserk animation, and they get a free punish while your health depletes. You can only be that aggressive if your opponent is out of resources to retaliate or if you've already pushed too hard and intend to chip them out. Going berserk still isn't something you should intend to do 90 percent of the time.
@@theinfinitydie1582 agreed but it being meta'd as his tombstone, making ppl who play him just give up. Find some strategy to turn a disadvantage around
Does anyone know if these combos require his cmd dash to be manipulated (i.e. 236k,4 to brake his momentum) during these combos? I always seem to cross under the opp on accident.
COMBO TIME STAMPS
0:24 K>6K>623HS>236K>S>6HS>236K
-->623P
-->S>6HS
0:36 236S>236K
-->S>S>623HS>236K>K>6HS>236K
-->623P
0:47 HS,S,2S,K or 6K(1HIT)>214HS>623HS>236K>S>S>S>S>S
0:56 K>2K(2HIT)>214HS>623HS>236K>S>S>S>214HS>6HS
1:05 K>6K(2HIT)>214HS>623HS>236K>K>S>6HS>6HS
1:14 HS,S,2S,K or 6K(1HIT)>214HS>623HS>236K>K>K>S>D(Hold for a moment)>6HS
1:23 S,S(CH) or HS(CH)>214HS>623HS>236K>S>D(Hold)>K>6HS>632146S>6HS>236J>6HS
1:38 623P>RC>2HS>623HS>236K>S>HS>214HS>6HS
COUNTER HIT ANTI-AIR TIME STAMP
1:47 2HS(CH)>236K>S>623HS>236K>S>6HS>236K
-->623P
-->S>6HS
1:54 2HS(CH)>236K>2S>214HS>623HS>236K>S>623HS>236K>S>632146S
2:13 2HS(CH)>236K>K>jK>jD>K>623HS>236K>K>6HS>632146S
2:31 2HS(CH)>236K>S>623HS>236K>S>D(Hold)>K>6HS>6HS
MAX BLOODRAGE TIME STAMPS
2:41 2S>HS>632146HS
2:46 HS(CH)>2S>HS>632146HS
COMBO INTO BLOODRAGE TIME STAMP
2:54 HS,S,2S,K or 6K(1HIT)>214HS>632HS>236S>236K>K>214HS>623HS(2HIT)>236K>MAX BLOODRAGE>jHS>RC>6HS>632146HS
The reason why Nago is classified as a "one shot" archetype
I'm enjoying this, one day I'll land that max blood rage combo you taught here and the opponent will throw their controller.
A wise man once said:
A fool cries about the blood rage, but a real man embraces it.
(And uses it for death combos).
I see you are a true nago player
Blood rage is Nago's true strength😤
this comment just boosted my ego
A true warrior knows both his strengths and weaknesses, .....never making excuses for either....only seeking to master both and one's self
Blood rage just means I have nothing to lose and everything to gain, raw super INC
Fear the nago with almost full blood rage with nothing to lose
Best combo video on this character I've found
Easy corner combo with 1hit start. 1ヒット始動の端コンボが難しい場合は↓のがダメージは下がりますが簡単です。
(1hit)>214HS>623HS>236K>K>S>S>S>6HS
But the damage will be lower.
Nagoriyuki is sick
top tier video for having notations alone
I need one of these for every character stat this was eye opening in terms of Nago use
Thankyou for these bro. I've been relying on beta combo routes too long.
Helped me out a ton, thank you so much!
SO many Nago combos! damn where should I start? GREAT guide dude!
Thanks for the combos it's very helpful
YOU ARE A LEGEND
Wonder if you can also post some safe block strings
Making the switch from DBFZ combo video to GGS is a Handsore man sheeeesh
I hope all of these will become available as combo recipes in practice mode.
Nice vid man thanks :)
Niceee!
That's mostly a detail but 6HS is cancellable into 632146S so you don't have to wait for it to recover.
Hey alright. I wasn't aware of those k6k623c confirms. I've been really neglecting his kick button.
Oh yeah
I'm able to do a good amount of these consistently now! Thanks for the upload and simple format! Great quick guide to some basics!
Only thing is I've noticed the damage is lower in game than what's shown here for most combos. Did they nerf Nago's damage in 2 weeks? Very confused, unless I'm missing something.
thanks!
Different characters have different defenses, and speed types like Millia are softer x)
@@smilelanze4168 Ahhh Right, makes sense. Was so confused, but I'm not practicing on a Millia. ahaha
Ngl i think u can u use the first two starter combo moves into his spin lunge stab into his special roman cancel into dust for a tod but i haven't tried yet also very impractical cuz two tension bars and u ACTULLY need to use the dust while holding up then combo to tod
"Strive has no combos" sure
"ONE SHOT"
Dude, use blood mode in a combo is amazing and make the action a lit more save, like use dragon install mid combo
1:23 I can't do that combo in a real match because the wall break happens too early :( Hard to be flashy.
It's not often that I go to the corner with no damage accumulation, so you're right.
Please use it only as a reference for your combo:)
That first combo side-switches me for some reason
Enter 4 after 236K to shorten the movement distance
@@smilelanze4168 thank you!
How did you do so much damage without any RC holy shit
Nagoriyuki can ALWAYS cancel specials into other specials. RC is in his blood
@@ThusSpokeFlexo Nago gets slept on for this, man gets a meterless Dash RC and comboable specials, but his blood gauge drains so much health that people dont want to use him.
@@spideysquestionablyusedcha5069 its not really surprising. All that damage often means nothing if you can't land the command grab, otherwise Nago more often than not pops bloodrage and unless the opponent is dumb or just has no projectile attacks he is easily handled.
Dont get we wrong, i love Nago, and if you can master him he's a beast, but he's a characters whom many arent gonna pick up and stick with regardless of his damage, when you have Sol, Leo, Ram etc who can also do insane numbers and shit for free (or for lack of serve punishment)
@@narutoboy423 You can reduce blood gauge with his S target combo and 6HS. Sometimes you'll want to end combos in one of those.
@@austingoyne3039 You're right, but in instances where you just cant find a grab opening or you're far too into blood anyways, there's no counterplay. Anyone guarding or walking gets a free 50% and there's nothing you can do about it without wasting 50% tension. Give blood rage a dash lmao.
You should put these in the combo maker when that comes out
What's the combo maker?
@@lorden95 new mode or mechanic for update, its like you making a combo and can share it, you can download combo from another player to learn
Can you suggest any combos that use jumping d? I've heard it's a useful button now also is he better now than how he was in the previous betas?
I don't know any difference from the previous betas.
The jumping D combo I know is the 2:13 combo.
or
Corner anti-air jD>wall bounce>jK>close S>623HS>236K>close S>6HS~
There are a lot of differences I've noticed. His combo juggles changed in a way that he can't use the same move a ridiculous amount of times, I may only be noticing this now but the more blood he builds the longer his normals become which is nice. Also the rate at which his blood builds and decreases has changed. This is best Nago since beta testing
How fast do you put in the inputs after doing first hit of the up slash. I keep sliding underneath the opponent.
If you keep sliding underneath the opponent, enter 236K4. Shorter move distance.
im having difficulities with the command grab input even though I can pull off the anti air quarter circle forward. Are there any conditions tied to the command grab e.g specific distance, blood rage bar etc .
All anti-air combos are possible from 0 Blood Gauge.
The first anti-air combo can be done anywhere.
The second anti-air combo is possible in the center.
The third anti-air combo using jD can be performed slightly closer to the corner than the center.
The fourth anti-air combo is a corner combo.
@@smilelanze4168 thanks for the info
Conditions for command grab are: Not in hit stun, not in block stun, not airborne or pre-jump. It also seems like there may be a brief window of throw invincibility on wakeup.
Cant get my 236K to pop after one slash of 623HS, never activates after the first sword strike, what do you think I am doing wrong? I've tried later and immediately after input, haven't gotten it once :(
Simply enter 623HS>236K quickly and you should be able to do it!
Last combo is a true reset? or can it be blocked?
Red arrows indicate set play.
It can be blocked.
Max bloodrage is a fast overhead attack jHS.
@@smilelanze4168 thanks man
How come the combos in the vid do more damage than when I do them? No way he got nerfed or anything right?
Millia takes a bit more damage from attacks, similar to Chipp who has the lowest defense in the game
@@Fuelcut99 thx bro, I didnt know there were defence stats in the game lol
@@youngbirdarino2284 majority characters who has the fastest mobility has lowest defense in the game
Why wouldn't I want to end all wall combos with overdrive?
You dont allways want to end with overdrives, keep the resources and use them for defensive options, u already are doing so much damage and the scale dmg would be awful.
Thats my take tho
@@octaviobootz3839 yeah i also realized that 6H is faster in many cases and it deals more dmg on single hit after the combo
i always knew the blood gauge was not a weakness but his strength. Even when going into blood rage, if you are just limited to just regular moves and counters, it should not alter your outcome if you just see it as such. The stigma / meta is that when Nago enters bloodrage he is doomed so that encourages others to press the advantage...so why shouldn't Nago players do the same? Know the mechanics and what moves and combos can be used, ( because there are ), and turn the tide.....
The strongest arguement against a strategy like this is if an opponent knows you are pushing too hard they can burst to break your combo, you have the berserk animation, and they get a free punish while your health depletes. You can only be that aggressive if your opponent is out of resources to retaliate or if you've already pushed too hard and intend to chip them out. Going berserk still isn't something you should intend to do 90 percent of the time.
@@theinfinitydie1582 agreed but it being meta'd as his tombstone, making ppl who play him just give up. Find some strategy to turn a disadvantage around
The first one isn’t even a real combo after 6HS
No shit. He uses > symbols to indicate that they are follow ups.
Does anyone know if these combos require his cmd dash to be manipulated (i.e. 236k,4 to brake his momentum) during these combos? I always seem to cross under the opp on accident.
You are right.
To shorten the move distance, you need to press 4.