How I keep track of blood is: Special moves build 2 Fukyo builds 1 5H/2H/jH hit reduces by 1 fSSS hit reduces by 3 fSSS block reduces by 1 10 seconds past reduces by 1 Pop at 7 It's not exact but it works well enough, and it's much easier to keep track of everything in the heat of the match when I simplify it like this. Maybe it'll help someone else, idk. Edit: Also ino 2S does beat 623H if it's first frame, it actually beats every common roundstart except 5K
You really can't forget blood suck. That's his get out of jail free card. And if he's conditioned you into blocking by spaming moves on your shield, then he's likely to go for it.
"You have to find something to beat 623H at round start" me, ino player: im pretty sure i tested everything but maybe there is an option i forgo- *video shows all the ino options failing* ........lol
@@stanislav328 Well of course there’s a counter to it. You’re still making the Nago player think further than just autopilot 623H 🤷♂️ If you punish them doing the first hit of it with a jump back dash air button then you’re making them hard commit to punishing it next time
I'm thankful for this guide. As a Nago main I'm not looking to downplay him, but there are answers to his gameplan most of the time. I'll be sending this video to any friend who needs help!
@@muscahrine if nago was that broken, you would expect to see a lot more nago players and nago breaking top 16 of every strive tournament in the past year. but you dont do you?
@@muscahrine Nago is strong, he isn't broken. Launch Sol was broken. Nago has super strong offense with his special cancels but limited mobility and a cap to his aggression which can be punished. To say he needs nerfs is a bit much, many other characters can be improved instead to be better.
Can we get an updated defense guide on Nago. A lot of what you talk about in this video helps a lot even in season 2 but I would like to know more about beyblade and his new blood normals
Don't talk about how annoying HC is to fight, all the HC mains will just talk about how he has no reversal and how "hard" he is to play. They never want to admit how strong their character is.
@@eCstaTicBomB my guy no one says that people know he is strong but hes not top tier. Happy chaos has to zone characters like nago and baiken. If he doesn't he gets blown up it would be dumb to not use his only strong tool.
@@pancakes7483 He may not be top tier but he's by far one of the most annoying and boring characters I've ever had to play against in any fighting game, I'd rather play against Sol, May, or hell even Axl than have to dash block and play red light green light for half the round.
I absolutely love videos like this. Showing how to defend against a character WITH MULTIPLE CHARACTERS! Please do more videos like this on the rest of the cast!
This guide's level of detail is 🔥🔥🔥 *Bonus Tips!* The Blood Gauge signals 🚥 more than how close Blood Rage is! LK mentioned that the Blood Gauge affects Nago's HS buttons (5H, 2H, 6H, even j.H)--these attacks have worse frame data AND range before blood reaches 1 bar. Nago is *heavily* encouraged 🤤 to use blood specials before 1 bar: not just since he has blood to burn, but to get functional zoning tools too! This means Nago is encouraged to use blood specials *instantly* ⏩. Zone out Nago's specials early & bait Blood Rage later to make this bloodsucker's meter management *MUCH* harder! 😈
as a gio main I actually think nago is the most fun character to play against in the game. stopping his momentum and staying close to him is super satisfying, tho playing against heavily defensive nago's is where I find the most trouble. but yeah, not once have I ever found him too overpowering in this game from my own experience
I also main gio, I used to think the MU was fine but the more I've played high level nago players the more I realized even though it's a match up of very equal opportunity for both characters in neutral, offense, defense, roundstart etc. (This is why for the longest time I thought it was fine) but with those equal opportunities there is a very uneven risk reward typically skewed in nagos favor, due to his higher damge, ability to take way more damage and be okay with it, and his arguably better conversion ability depending on resources. TLDR: while the opportunities to open each other up or "guess right" are basically even for each character nago consistently gets better reward for correct choices making the MU worse than at first glance.
i've found Gio seems to be even with Nago. 😮 Nago's aggression can be really really scary, but so is hers! when blood rises above 2 bars, Nago even needs to take some big risks 🎲 to begin pressure
@@yourbellboy I agree with you, but it goes both ways. When I face a good Gio it's scary. Her pressure can be crazy! Nago has big buttons to box her out, but guess wrong and she has the frame data to make him miserable. But most Gio's I fight don't know the match up and are basically freelo
Yo LK this has nothing to do with the video but can you make a video about how to use replays in order to improve and how to lab efficiently because I feel like people including me do this but they don't really know how to make the most of it. I just end up watching replays and not really know what to do after
You exposing my man on black history month 💀💀💀 W guide tho I usually just throw away all my meter with fd so targeting specific normals will definitely be helpful
I still don't know what to do vs a nago that has 2-3 blood. His 5H shuts me down so hard, and it basically is a guessing game where I feel I can only do air dash to approach but if I do it and he's expecting it I die. I dont feel like my ground approach is fast enough to threaten him and by the time I reach him he has lowered 1 level of blood, and starts mixing me up with specials again
options are character-dependent, but two common tactics are mixing 🔀 ground & aerial approaches to 'whiff-punish' a HS _and_ using projectiles ☄outside HS ranges. Nago's safest approach after 2 bars of blood is jumping, so he often chooses just to sit n zone 🗡 instead. his S & HS buttons are the best way to reach opponents, but each of them miss some ranges and 5H/2H have pretty punishable recoveries.
You're probably not trying to force whiffs as much you should, and instead you're taking a direct approach and just guessing high or mid. You should try faking out your approach more with run-up>back-dash and neutral jump or neutral jump backdash, use those moments to identify whether the other playing is: -Looking for an air approach -Looking for a ground approach -Or waiting. After you have seen which on of those things he is looking for, you can try approaching with a method that counters him, even if you call it wrong and get hit, it will encourage the other guy to think more about what you're going to do later, which can make opportunities for you by itself.
@@yourbellboy I agree. A lot of his normals have decent end lag, so when I guess wrong as Nago I'm like "...fuck." And tbh if I'm at 2+ blood, I still might prefer to fukyo over jump, either to try to make something happen or to catch the person off guard. When you're playing scared at high blood for most of the game, theg usually don't expect aggression and jump feels so unsafe as Nago.
@@johnhurley8918 Yeah, it's suprising how much Fukyo goes unchallenged 😅 One of the key parts of the matchup is stuffing ⛔ the dash-in attempts, and forcing the Nago to use back Fukyo to feint it.
As an I-no player who sidemains Nago for Sol MU (coz honestly I feel it sucks more than Nago MU), I will say this: Nagos round start 623H is very dumb against I-no. She has almost no way to call it out other than blocking or backdash/backjump. So on round start you are smoked. However, if you get Nago into footsie mode you can unleash Note on him and he cant do shit about it (as his jump isnt good and he lacks a double jump or an air dash). That note then usually leads to death since while Nago does have a fuckton of HP (ie really good defense modifier) he lacks a meterless invul super and his fast buttons while good are limited to 5k, 2k, 5p and 6p and are not hard to punish with a very good mix. Plus if you get a corner counter hit on Nago with 6H you can do a roughly 250 damage combo on him and delete him. And if he doesnt press? Good, keep mixing and he will die. It is still a losing MU, but I dont think its a terrible losing MU and defo not as bad as Sol. Round start yes, it sucks. But once you navigate outa round start you will realize that Nago is limited once his resources are gone. That said you need to guess well and not get command grabbed or counter hit by virtually anything- else death. And watching for his meter is usually a good indication of what the Nago will do, unless you are playing someone like Hotashi or Uriel. Also trying Nago for oneself is good, either as a counter pick or as a way to learn where his weakness lies. There arent many but there are some really nice ones to exploit. You will sadly also realize how good hit buttons are, especially for how long they reach. And man, it sucks having to adjust back to having to actually use buttons like 2k and 5p after you get used to having so many good ways to deal with people with just your S and Hs normals and specials- plus the odd super here and there for extra spice.
This is why I try to keep it under 2 blood and play conservatively with it. Don't go nuts with blood combos, don't spam blood moves on block. Just save them for when you have an opportunity or a read. Obviously you're going to have go spend blood to get around, so take that into account as well. This is also why I try to work in f.sss when I can. It has great corner carry and drains blood.
Great guide LK, thanks for this! Kinda funny how the two biggest complaints a few weeks after launch were 1) FD doesn't do enough, and 2) Nago is OP. Those two issues were definitely connected!
A few weeks after launch people were still losing too much shit over Sol to recognize Nago as OP. At best people said he was high tier but not top. Also, fSSS, Shizuriyuki and Clone got significant buffs that didn't exist at release, he really wasn't a common complaint at all then. FD was pretty bad though.
One thing i was looking for was how to even deal with clone at all, especially if your options mainly include blocking it. Not really understanding this mechanic he has where he's just plus even after fukyo. I'm pretty stumped, been looking all over the internet for this info, but it just seems like everybody's only option is taking the throw, which is meme shit. I'm getting rolled by this carried ass fuck-neutral move lol
If you backdash Garuda impact midscreen and get hit since you're airborne it'll knock you full screen so you can just take a bit of damage and return to neutral as opposed to guessing on strike throw mix. It's nice if they're using multiple on oki.
One thing that you didn't talk about here that I feel like you could have was using your burst to disrupt Nagoriyuki pressure. Maybe it's less valuable at tournament levels of play, but I find that threatening burst at any moment that Nagoriyuki overextends the blood gauge significantly impacts that way that he'll pressure you and do damage to you while you have an unspent burst. Especially in some of the more polarized matchups.
nagos H normals are unsafe on block and he needs to special cancel to make them safe. so when hes at level 3 blood you should look for punishes when he isnt able to special cancel because of the risk or popping. if your character cant punish it, you can at least run forward and take space
Fukyo back, fsss, Drift RC forward, CS +3, guess. If my ape calculations are right, we may get out of that punish attempt at a slightly better position.
This is EXACTLY why Ive been loving Baiken because I’ve been a Nagoriyuki main since day 1 and man does it suck playing him. I feel like every step of the way I’m being punished using his tools and it is so painful because I’m good with him above every other character but he’s so hard to manage and deal with.
quick mafs: 2S, f.S, f.SS, j.S, & j.D all reduce Blood by 8 on hit (OH) and 0 on block (OB) f.SSS reduces Blood by 115 OH and 65 OB 5H, 6H, 2H, & j.H reduce Blood by 8 OB and 60 OH Fukyo adds 45, Specials add 90 Super reduces by 200 over time (he can still pop afterwards) f.SSS into RC is a legit way to both reduce Blood and get a mixup into 5D, 2K, command grab, etc. At high Blood, he gets a free Fukyo after any H normal on hit. Air throw combos into 6H OTG > Fukyo for oki. When fighting Nago, like LK says, it's a good habit to try keep track of his Blood to see what pressure strings he's allowed (unless they don't give a shit and aim to pop anyway, which is surprisingly effective at times). The best way to learn to fight Nago is to play him. He isn't hard to learn, and his combos are relatively easy to confirm and input. You'll also get a better idea of his pressure by doing it yourself, and where there are gaps (hint: there's a lot).
How I keep track of blood is:
Special moves build 2
Fukyo builds 1
5H/2H/jH hit reduces by 1
fSSS hit reduces by 3
fSSS block reduces by 1
10 seconds past reduces by 1
Pop at 7
It's not exact but it works well enough, and it's much easier to keep track of everything in the heat of the match when I simplify it like this. Maybe it'll help someone else, idk.
Edit: Also ino 2S does beat 623H if it's first frame, it actually beats every common roundstart except 5K
You really can't forget blood suck. That's his get out of jail free card. And if he's conditioned you into blocking by spaming moves on your shield, then he's likely to go for it.
@@johnhurley8918 yeah but as far as blood management goes it just sets it to 0 for like 3 seconds, not much math to do
@@zonkrt3463 true, but people forget about it and then get caught by it.
I-no's 2S absolutely does not beat 623H, it clashes. Maybe actually lab things out before you make random claims.
@@Namarot I-no's 2s is 10f startup as of the June 2022 patch. Nago dp is 11f and so loses to 2s on roundstart.
Can we stop and appreciate that LK is using the 3 houses OST while being sensei?
The fe3h soundtrack is soooo damn good
Yeah, i saw the cool detail
defense guides are so useful. thanks for this amazing video.
"You have to find something to beat 623H at round start"
me, ino player: im pretty sure i tested everything but maybe there is an option i forgo-
*video shows all the ino options failing*
........lol
pain
jump back airdash forward j.s will actually counterhit it at the end of its active frames :)
@@Genghis-kun worth a try
@@Genghis-kun if he presses the 2nd hit you will get destroyed though
@@stanislav328 Well of course there’s a counter to it. You’re still making the Nago player think further than just autopilot 623H 🤷♂️ If you punish them doing the first hit of it with a jump back dash air button then you’re making them hard commit to punishing it next time
I'm glad you showed I-no vs Nago in round start, it genuinely hurts my body and mind to lose that rps and get out ranged or in a full combo to corner.
I'm thankful for this guide. As a Nago main I'm not looking to downplay him, but there are answers to his gameplan most of the time. I'll be sending this video to any friend who needs help!
Traitor. Downplay our boy before they bring back his old DP and take our special cancel privileges away
yeah hotashi went through all the ways to play against nago as well. he's not as strong as what people make him out to be.
@@WTFZOMG Hotashi is an amazing player, on a S tier character, the two aren't mutually exclusive, gtfo with the downplay
@@muscahrine if nago was that broken, you would expect to see a lot more nago players and nago breaking top 16 of every strive tournament in the past year. but you dont do you?
@@muscahrine Nago is strong, he isn't broken. Launch Sol was broken. Nago has super strong offense with his special cancels but limited mobility and a cap to his aggression which can be punished. To say he needs nerfs is a bit much, many other characters can be improved instead to be better.
Can we get an updated defense guide on Nago. A lot of what you talk about in this video helps a lot even in season 2 but I would like to know more about beyblade and his new blood normals
Definitely appreciate these guides a lot
LK, this is a godsend, this type of stuff should motivate people to lab more often and wisely
The HC matchup is so fun, it's like a game of Red light Green light
“Fun”
Fun for HC, at least lol.
Don't talk about how annoying HC is to fight, all the HC mains will just talk about how he has no reversal and how "hard" he is to play. They never want to admit how strong their character is.
@@eCstaTicBomB my guy no one says that people know he is strong but hes not top tier. Happy chaos has to zone characters like nago and baiken. If he doesn't he gets blown up it would be dumb to not use his only strong tool.
@@pancakes7483 He may not be top tier but he's by far one of the most annoying and boring characters I've ever had to play against in any fighting game, I'd rather play against Sol, May, or hell even Axl than have to dash block and play red light green light for half the round.
I absolutely love videos like this. Showing how to defend against a character WITH MULTIPLE CHARACTERS! Please do more videos like this on the rest of the cast!
excellent work here. I love the specificity!
Videos like these are amazing, would love if you did more of these for the different characters
excellent info! Thanks for making this vid.
God damn I love this channel. Great nago match-up tech. Thank you. As a chipp main I struggle against nago
This is real content. You rarely see defensive guides and this probably has the most important info on how to improve as a player.
Ah this is great ima try it out later
Thanks for the guide bro! Time to go try and apply this in game! :D
The FD guide was so useful, thank you!
Thank you so much for this guide. Nago players get away with more stuff the less you know about him!
This guide's level of detail is 🔥🔥🔥
*Bonus Tips!* The Blood Gauge signals 🚥 more than how close Blood Rage is!
LK mentioned that the Blood Gauge affects Nago's HS buttons (5H, 2H, 6H, even j.H)--these attacks have worse frame data AND range before blood reaches 1 bar. Nago is *heavily* encouraged 🤤 to use blood specials before 1 bar: not just since he has blood to burn, but to get functional zoning tools too!
This means Nago is encouraged to use blood specials *instantly* ⏩. Zone out Nago's specials early & bait Blood Rage later to make this bloodsucker's meter management *MUCH* harder! 😈
As a Nago main, I DIDN'T EVEN KNOW ABOUT THAT! 🤯
@@johnhurley8918 Yeah! It's pretty shocking how much awareness Nago requires! 😂
LK university. I swear, I love these videos so much. After each vid my view of the world changes afterwards.
Thankyou
Its just those pokes that piss me off. But once I’m in I am having a ball until a wake up throw or some shit
Thank you professor, see you next class.
Please do more of these
as a gio main I actually think nago is the most fun character to play against in the game. stopping his momentum and staying close to him is super satisfying, tho playing against heavily defensive nago's is where I find the most trouble. but yeah, not once have I ever found him too overpowering in this game from my own experience
I also main gio, I used to think the MU was fine but the more I've played high level nago players the more I realized even though it's a match up of very equal opportunity for both characters in neutral, offense, defense, roundstart etc. (This is why for the longest time I thought it was fine) but with those equal opportunities there is a very uneven risk reward typically skewed in nagos favor, due to his higher damge, ability to take way more damage and be okay with it, and his arguably better conversion ability depending on resources.
TLDR: while the opportunities to open each other up or "guess right" are basically even for each character nago consistently gets better reward for correct choices making the MU worse than at first glance.
i've found Gio seems to be even with Nago. 😮
Nago's aggression can be really really scary, but so is hers!
when blood rises above 2 bars, Nago even needs to take some big risks 🎲 to begin pressure
Nago vs Gio is as classic a matchup as a cobra vs Mongoos.
@@yourbellboy I agree with you, but it goes both ways. When I face a good Gio it's scary. Her pressure can be crazy! Nago has big buttons to box her out, but guess wrong and she has the frame data to make him miserable. But most Gio's I fight don't know the match up and are basically freelo
@@johnhurley8918 i play both characters, so i totally get u 😁
“Baby Gear” 👶🏼🍼 - Lord Knight
Yo LK this has nothing to do with the video but can you make a video about how to use replays in order to improve and how to lab efficiently because I feel like people including me do this but they don't really know how to make the most of it.
I just end up watching replays and not really know what to do after
I only play characters who can't hit Nago's 623H roundstart, living the hard life.
I really wanna see some LK gio gameplay, I'd love to see how you approach her as a character.
You exposing my man on black history month 💀💀💀
W guide tho I usually just throw away all my meter with fd so targeting specific normals will definitely be helpful
I still don't know what to do vs a nago that has 2-3 blood. His 5H shuts me down so hard, and it basically is a guessing game where I feel I can only do air dash to approach but if I do it and he's expecting it I die.
I dont feel like my ground approach is fast enough to threaten him and by the time I reach him he has lowered 1 level of blood, and starts mixing me up with specials again
options are character-dependent, but two common tactics are mixing 🔀 ground & aerial approaches to 'whiff-punish' a HS _and_ using projectiles ☄outside HS ranges.
Nago's safest approach after 2 bars of blood is jumping, so he often chooses just to sit n zone 🗡 instead.
his S & HS buttons are the best way to reach opponents, but each of them miss some ranges and 5H/2H have pretty punishable recoveries.
You're probably not trying to force whiffs as much you should, and instead you're taking a direct approach and just guessing high or mid.
You should try faking out your approach more with run-up>back-dash and neutral jump or neutral jump backdash, use those moments to identify whether the other playing is:
-Looking for an air approach
-Looking for a ground approach
-Or waiting.
After you have seen which on of those things he is looking for, you can try approaching with a method that counters him, even if you call it wrong and get hit, it will encourage the other guy to think more about what you're going to do later, which can make opportunities for you by itself.
What character do you play?
@@yourbellboy I agree. A lot of his normals have decent end lag, so when I guess wrong as Nago I'm like "...fuck."
And tbh if I'm at 2+ blood, I still might prefer to fukyo over jump, either to try to make something happen or to catch the person off guard. When you're playing scared at high blood for most of the game, theg usually don't expect aggression and jump feels so unsafe as Nago.
@@johnhurley8918 Yeah, it's suprising how much Fukyo goes unchallenged 😅
One of the key parts of the matchup is stuffing ⛔ the dash-in attempts, and forcing the Nago to use back Fukyo to feint it.
As an I-no player who sidemains Nago for Sol MU (coz honestly I feel it sucks more than Nago MU), I will say this:
Nagos round start 623H is very dumb against I-no.
She has almost no way to call it out other than blocking or backdash/backjump. So on round start you are smoked.
However, if you get Nago into footsie mode you can unleash Note on him and he cant do shit about it (as his jump isnt good and he lacks a double jump or an air dash). That note then usually leads to death since while Nago does have a fuckton of HP (ie really good defense modifier) he lacks a meterless invul super and his fast buttons while good are limited to 5k, 2k, 5p and 6p and are not hard to punish with a very good mix. Plus if you get a corner counter hit on Nago with 6H you can do a roughly 250 damage combo on him and delete him. And if he doesnt press? Good, keep mixing and he will die.
It is still a losing MU, but I dont think its a terrible losing MU and defo not as bad as Sol. Round start yes, it sucks. But once you navigate outa round start you will realize that Nago is limited once his resources are gone. That said you need to guess well and not get command grabbed or counter hit by virtually anything- else death. And watching for his meter is usually a good indication of what the Nago will do, unless you are playing someone like Hotashi or Uriel.
Also trying Nago for oneself is good, either as a counter pick or as a way to learn where his weakness lies. There arent many but there are some really nice ones to exploit. You will sadly also realize how good hit buttons are, especially for how long they reach. And man, it sucks having to adjust back to having to actually use buttons like 2k and 5p after you get used to having so many good ways to deal with people with just your S and Hs normals and specials- plus the odd super here and there for extra spice.
A funny thing Nago can do against note is f.S and get hit on purpose. Better than having a multihitting note plus I-no on top
@@Yan4yan Oh yeah I kinda forgot about it. Its still punishable tho, since if they keep doing it you can just hcl to call it out if you time it right.
Could you ever do a guide on defending against Ramalethal? I think her corner pressure and how to get out of it is disgusting.
With the BBCF Rollback out of beta, do you plan on making any more BlazBlue content in the near future?
when he pops from blood, remember to bait the obvious burst
This is why I try to keep it under 2 blood and play conservatively with it. Don't go nuts with blood combos, don't spam blood moves on block. Just save them for when you have an opportunity or a read. Obviously you're going to have go spend blood to get around, so take that into account as well.
This is also why I try to work in f.sss when I can. It has great corner carry and drains blood.
One of this for every character please? 🙏
My Boi Nago a problem out here. Big ups to LK for helping folks out.
Great guide LK, thanks for this! Kinda funny how the two biggest complaints a few weeks after launch were 1) FD doesn't do enough, and 2) Nago is OP. Those two issues were definitely connected!
A few weeks after launch people were still losing too much shit over Sol to recognize Nago as OP. At best people said he was high tier but not top. Also, fSSS, Shizuriyuki and Clone got significant buffs that didn't exist at release, he really wasn't a common complaint at all then. FD was pretty bad though.
Yo could you do something like that for Leo ?
whats the background music?
One thing i was looking for was how to even deal with clone at all, especially if your options mainly include blocking it. Not really understanding this mechanic he has where he's just plus even after fukyo. I'm pretty stumped, been looking all over the internet for this info, but it just seems like everybody's only option is taking the throw, which is meme shit. I'm getting rolled by this carried ass fuck-neutral move lol
Legit got 0-30ed with millie. Perfect vid LK
Is baiken a hard counter to nago?
how do i beat pokemkin (asking for a friend)
If you backdash Garuda impact midscreen and get hit since you're airborne it'll knock you full screen so you can just take a bit of damage and return to neutral as opposed to guessing on strike throw mix. It's nice if they're using multiple on oki.
Ah, so this video is why I'm having more trouble biting people recently
This is a great vid. You should do other characters cough cough Leo and I-no
One thing that you didn't talk about here that I feel like you could have was using your burst to disrupt Nagoriyuki pressure.
Maybe it's less valuable at tournament levels of play, but I find that threatening burst at any moment that Nagoriyuki overextends the blood gauge significantly impacts that way that he'll pressure you and do damage to you while you have an unspent burst. Especially in some of the more polarized matchups.
You should try jack-o vs nago, it's one of the easiest matchups ever.
I feel like faust handles nago pretty well
Playing against this character as goldlewis makes me want to cry.
And if you're Goldlewis, you're just kinda fucked lmao, one of the most precarious round-starts for sure
Great stuff, LK! But you forgot to mention that grab/bite also regens a little bit of health, too.
nagos H normals are unsafe on block and he needs to special cancel to make them safe. so when hes at level 3 blood you should look for punishes when he isnt able to special cancel because of the risk or popping.
if your character cant punish it, you can at least run forward and take space
Fukyo back, fsss, Drift RC forward, CS +3, guess. If my ape calculations are right, we may get out of that punish attempt at a slightly better position.
This is EXACTLY why Ive been loving Baiken because I’ve been a Nagoriyuki main since day 1 and man does it suck playing him. I feel like every step of the way I’m being punished using his tools and it is so painful because I’m good with him above every other character but he’s so hard to manage and deal with.
quick mafs:
2S, f.S, f.SS, j.S, & j.D all reduce Blood by 8 on hit (OH) and 0 on block (OB)
f.SSS reduces Blood by 115 OH and 65 OB
5H, 6H, 2H, & j.H reduce Blood by 8 OB and 60 OH
Fukyo adds 45, Specials add 90
Super reduces by 200 over time (he can still pop afterwards)
f.SSS into RC is a legit way to both reduce Blood and get a mixup into 5D, 2K, command grab, etc. At high Blood, he gets a free Fukyo after any H normal on hit. Air throw combos into 6H OTG > Fukyo for oki. When fighting Nago, like LK says, it's a good habit to try keep track of his Blood to see what pressure strings he's allowed (unless they don't give a shit and aim to pop anyway, which is surprisingly effective at times).
The best way to learn to fight Nago is to play him. He isn't hard to learn, and his combos are relatively easy to confirm and input. You'll also get a better idea of his pressure by doing it yourself, and where there are gaps (hint: there's a lot).
No, don't tell people our weaknesses, how will I be able to braindead spam if my opponents know how to play the game.
looks like u'll have to blame the beasts 🤷♂️
You could also use this guide to play around your characters weaknesses. Now you know how these characters will defend against you.
Just spam harder.*
"There's no way he's gonna bloodrage 3 times in a round"
*this is not an advice
@@HellecticMojo you are a genius.
Thank you for blessing me with this knowledge
@@HellecticMojo if the person hasn't killed the nago by the second blood rage, they deserve to loose the round
people usually dont realize the importance of defense even in a gorilla dominated game
Is he strong? Yes. Is he Sol strong? Hell no.
This man is pronouncing the HELL out of nagoriyuki's name
Black history month and this man LK giving out blocking guides against the Naija representative. #Betrayed 🤣😭😭
wait why is it a baby game
opponent: he wont do that, he will pop
me: 👀👀👀 BEYBLAAADEEEEEE
f
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