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Past comments by Duvernaut
GGST with characters: [u'I-No', u'Nagoriyuki']
I dont know much about I-no but Nagos 236s Really shines in this fight. Challenging low and mixing in Cr.HS lets him control this fight when he has life lead.

GGST with characters: [u'Nagoriyuki', u'Ramlethal']
Ram beats Nago alot...ALOT in the footsie game. A Ram taking a corner approach to Nago really gives him an uphill battle, especially if they are successful. He really doesnt have an answer that wont get stuffed. IMO he needs to land the Cr.S into 214H and instead of following up go for keeping positioning. This will open up his CMD throw and keep the battle midscreen as much as possible.

GGST with characters: [u'Nagoriyuki', u'Sol Badguy']
This is a battle of who hits who harder. I think solid footsies from Nago change Sols regular game plan. On the other hand once Sol is in Nago really has to land Cr.S to S.HS to back him up. This is a match up where instant block and faultless def come in handy.

GGST with characters: [u'Nagoriyuki', u'Potemkin']
Potemkin gets zoned really well in this matchup. His body size and Nagos range just eat Pot. I think well placed RCs from Pot really give Nago a whirl but not so much that he cant recover and keep Pot at bay. St.HS and Cr.S along with regular throw keep Pot from doing a lot.

GGST with characters: [u'Axl', u'Nagoriyuki']
This is an uneven fight Nago's way. His only approach to Axl is jump block and overall strategy is to keep the midscreen and corner. Limiting Nago to using cmd dash as his primary tool. S/HS cmd dash mix works really well when in range. It will open the cmd throw and open the jump as well. The jab and jump combination along with Axl's strong zone and ability to give Nago a lot of ...