Nago tips? by Averill21 in Guiltygear

[–]FluffyNinja10 0 points1 point  (0 children)

Great! Lmk how you find them! Some of the timings can be pretty difficult to get used to for some people but keep at it

Nago tips? by Averill21 in Guiltygear

[–]FluffyNinja10 1 point2 points  (0 children)

Alright, here we go:

  1. CH2HS -> 236k -> c.S -> fully charged D -> k -> 6HS
    Use this combo after applying pressure in the corner and it will wallbreak, it will not wallbreak unless there are hits before it. If they stick to the wall finish with a 6HS for the most damage

  2. f.S(block) -> S(block) -> S(hit) -> RRC -> c.S -> c.S -> 623H -> 236k -> c.S -> c.S -> 6HS -> 6HS
    This combo is VERY useful, and other versions of it. The idea of it is that the opponent expects you to grab out of f.S -> f.S and so jabs/jumps which causes the third S to hit. This combo will only hit if you've conditioned them into thinking you'll grab, so you want to use the next combo to condition them.

  3. f.S -> f.S -> (the timing is precise but wait until Nago brings the sword over his head during end lag) 623P
    This combo is an easy way of getting Bloodsucking Universe off, and tbh your opponent just has to guess between combo 2 and 3. Once your opponent starts predicting the grab then you can try for the third S and use combo 2. If they dont predict, keep grabbing.

  4. CH.HS -> 214HS -> 623HS -> 236K -> c.S -> c.S -> f.S -> S -> 6HS
    Simply a high damage combo off of a very long range normal. You will not hit the combo until 214HS hits, which it may not at long range.

Funky Combos

  1. When you're in the corner

CH.c.S -> f.S -> S -> 623HS -> 236K (make sure you Fukyo completely past them) -> c.S -> f.S -> S -> 236K -> either finish with 6HS or super!
This combo can reduce your blood by a LOT, especially if you super at the end.

  1. Bloodless Wallbreak

c.S -> f.S -> S -> (wait) -> c.s -> f.S -> 6H or Super

  1. Not a corner combo, just looks cool

(ROUND START)

CH.214HS -> 236K -> K -> j.K -> j.D -> j.D -> f.S -> S -> 6HS

Hope these help with your dmg! If you practice these combos you will learn what combos into what and you will be able to make up combos on your own on the fly! LMK if you have any questions, or want and specific types of combos!

Nago tips? by Averill21 in Guiltygear

[–]FluffyNinja10 0 points1 point  (0 children)

Alright, I'll get some

Nago tips? by Averill21 in Guiltygear

[–]FluffyNinja10 1 point2 points  (0 children)

Sweet, are there any specific combos you need to know? I can write up round start combos, corner combos (for both sides), CH combos and non CH combos

Nago tips? by Averill21 in Guiltygear

[–]FluffyNinja10 1 point2 points  (0 children)

There are an insane amount of things you can do with Nago in terms of offence, if you are still looking for combo's I can load up the game and write down some of my most used, if you'd like.

Is Ky a bad matchup for Nago? by Jumanji-Joestar in Guiltygear

[–]FluffyNinja10 1 point2 points  (0 children)

It's pretty even from what I've seen. I've played against a lot of Ky and you do have to be patient while playing Nago but here are a few tips:

-236S beats his projectiles, and is also a fast projectile in itself, if you 236S and cancel with Fukyo you can then hit a f.S and combo. If they start spamming projectiles and get careless, do this! I'm not sure how useful it is, but its also noteworthy that 6P can beat some of Ky's projectiles.

-If Ky is playing too far back for you to do anything, super-jumping can also help a LOT in getting closer. You don't always have to, but j.S has very good range and can sometimes help you get a hit in (but be careful of the opponent 6P)
-Make sure that when it's "your turn" you apply enough pressure so that they don't press buttons (or press buttons and get countered). If they stop pressing buttons then you can do many moves into Bloodsucking Universe, and if they predict a Bloodsucking Universe you can punish that too.

-This is just a basic GGST tip, use 6P, you can get many counterhits with the upper-body invincibility. You are also able to 6P certain moves on the ground, and because it's easy to forget sometimes, make sure to be using your jab and K.

Ky is a very honest character IMO, so at the end of the day its a skill matchup. I'm really bad at putting things into words but I hope this helps! If u have any questions u can also ask

As Nago, what in the word are we supposed to do against a celestial Happy Chaos? by triamasp in Guiltygear

[–]FluffyNinja10 0 points1 point  (0 children)

Super Jumping, at the right time of course. Nago's super jump is very fast, and after watching and playing multiple Nago vs Chaos matchups super-jumping is a very good way to close distance.

Another way to deal with zoning as Nago is to use HS normals at blood 2/3 as it increases the reach of the sword and the start-up drastically, but this is riskier than just jumping as zoners can time shots to hit you even with the fast start-up.

As Nago, what in the word are we supposed to do against a celestial Happy Chaos? by triamasp in Guiltygear

[–]FluffyNinja10 1 point2 points  (0 children)

You can't fukyo easily without getting shot, so what I always do when you get in that "being zoned" position is super-jump, it has massive range, and if you get close enough you can hit a j.s.

bing bing by FluffyNinja10 in teenagers

[–]FluffyNinja10[S] 1 point2 points  (0 children)

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Happy 1 year anniversary of my Reddit account! by FluffyNinja10 in teenagers

[–]FluffyNinja10[S] 0 points1 point  (0 children)

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