While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
Nagoriyuki moves forward, making a low attack.
It works well as a way to approach the opponent.
Command Normal 3
+
A large, heavily damaging attack.
It reduces the Blood Gauge when this move lands on the opponent.
The properties of this move change depending on the current Blood Gauge.
It's very rewarding on hit, but it suffers from poor range and slow startup.
Command Normal 4
,
After far standing
A follow-up attack from standing
from far away.
It moves Nagoriyuki forward and has great range, making it a good poke at mid-range.
It reduces the Blood Gauge when this move lands on the opponent.
Command Normal 5
After Command Normal 4
A follow-up attack from Command Normal 4.
It knocks the opponent down on hit.
Special Attacks
Blood Rage
Whe the Blood Gauge passes a certain value, Nagoriyuki enters the Blood Rage state.
During Blood Rage, the range of
and
attacks extends, and Zansetsu can be used.
However, your health will decrease over time and you will be unable to use any special moves.
The Blood Rage state will be deactivated when you use Zansetsu or after enough time passes.
Zarameyuki
+
Nagoriyuki fires a body double of himself as a projectile.
it can be followed up with other special moves during this animation.
It increases the Blood Gauge when used.
It works well as a poke at mid-range.
Kamuriyuki
+
A lunge attack that knocks the opponent down on hit.
It can be followed up with other special moves on either block or hit.
It increases the blood Gauge when used.
Since it can be covered by using other special moves, it's useful in many situations.
Shizuriyuki
+
An anti-air attack with upper body invincibility that covers a wide range.
It is effective at intercepting the opponent's jump-in attacks.
Input
to continue into a follow-up attack that sends the opponent flying back.
It can be canceled into other special moves on either block or hit.
It increases the Blood Gauge when used.
As the attack covers a large range and the damage is high, it works well in combos at close range.
Bloodsucking Universe
+
A command grab that absorbs the opponent's health.
It restores Nagoriyuki's health and decreases the Blood Gauge depending on the opponent's remaining health.
It can't be blocked, but it whiffs unless very close to the opponent. It leaves you wide open when whiffed.
Fukyo
or+
A rapid command movement.
You can move a fixed distance very quickly and continut moving forward or backward by inputing
or
.
It can be followed up with other special moves during the animation.
It increases the Blood Gauge when used.
It can be used in many ways, such as in succession to gain momentum, or to cancel the recovery of other special moves.
Overdrives
Wasureyuki
+
A barrage of powerful slashes.
It has a fast startup and the beginning of the attack is invincible, meaning it can be used to interrupt the opponent's strings
The range is short, but hitting the opponent with the base of the attack changes the properties, dealing massive damage while decreasing the Blood Gauge.
It will also cause an Area Shift on hit in the corner.
Zansetsu
+
During Blood Rage
A massive slash forward.
It can only be used in the Blood Rage state, and Nagoriyuki leaves the Blood Rage state after.
Due to its incredible range, you can hit the opponent from outside their attack range.
It will also cause an Area Shift on hit in the corner.