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[UNIEL] Gordeau

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Introduction
Welcome to the Gordeau thread! Please discuss character strategy, combos, match-ups, and other relevant topics here. Please also feel free to post up any questions you may have about the character as well.

Pre-Match Character Description:
The harvester desires. Harvesting everything to satisfy his own deepest desire.
Wishing for a tribute for his old friend. A gift for the old friend.
Flying high, looking out on the far horizon, pursue through the long time.
Aiming at the infinite fruits. He sharply raises the sickle.

Gordeau Wiki Page

Notable Players
Destrade
GO1
Shie
Iron Mao
King Engine

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Just going to post my combo list i threw up at kusogekings. Not very organised or very pretty, but hope someone finds it useful nonetheless, or if they want to use as a base to make a better combo thread.

 

Just noting a few combos that i usually see as future reference for myself, but figure it should help other people as well. There might be routes which are possible but not posted since i'm trying to use only what i know i've seen works. Post in the thread if you have any other combos that should be noted or if i make a mistake, since i might mess up some notation since i haven't actually played it.

Gordeau stuff by Destrade (#1 Gordeau)

Filler:

Combo 1: [j.C] > 3C > 236A > 236A > 236A

Combo 2: j.B(2) > j.C > 3C > 236A > 236A > 236A

Combo 3: [j.C] > j.A > j.B(1) > 3C > 236A > 236A > 236A

Combo 4: j.B(2nd hit only) > j.C > j.B(2) > j.C > 5B > 236A > 236A > 236A (might be char specific?)

Combo 5: j.B(2) > j.C > 3C > 2B > 3C > 3C > 236A > 236A > 236A

[rule]

Starters:

2Ax3 > 2B > 5C > 236A > 236A > 2C > Combo 1

5A > 5B > 5C > 236A > 236A > 2C > Combo 1

(near corner) 5B > 5C > 236A > 236A > dash C > 22A > 5B > Combo 2

2B > 5C > (3C) > 236A > 236A > 3C > 2C(1) > Combo 2

236A > 236A > 2C > Combos 1-4

236A > 236A > 3C > 2B > 5C > Combo 2

(near corner) 236A > 236A > 3C > 22B > 2B > 5C > Combo 2

B+C > 236A > 236A > 2C > Combo 1

Throw (hold 2) > 5A > 2C > Combo 1

Throw (hold 2) > 5A > 5B > 2B > 5C > 3C > 22B > (41236D)

(corner) 22B > 2B > 5C > Combo 2

6B > 22A > 2B > 236A > 236A > 2C > Combo 3

6B > 22A > 3C > 2B > 5C > Combo 2

(near corner) dash C > 22A > 5B > 236A > 236A > 2B > 5C > Combo 2

2C > Combo 5

623A/B > 236C

Chain Shift:

5A > 5B > 5C > 3C > 236A > 236A > 2C > j.%5BC%5D > j.A > j.B(1) > 5B > 22C > CS > Veil Off > 41236D

Throw (hold 2) > 5A > 5B > 2B > 2C > 5C > 3C > 22B > 22C > CS > Veil Off > 41236D

(corner only?) 214A > CS > 22A > 2C(1) > 236A > 236A > 2B > 5C > Combo 2

(side switch combo) 214A > CS > 6D > j.%5BC%5D > 5C > 236A > 236A > 2B > 5C > Combo 2

623A/B > CS > dash j.B(2) > j.C > 5B > 236A > 236A > 2B > 5C > Combo 2

623A/B(only specific version?) > CS > j.B(2) > j.C > 3C > 236A > 236A > 2B > 5C > j.B(2) > j.C > 3C > 22B > (214C)

(near corner) 623A/B > CS > 22A > 3C > 22B > 2B > 5C > j.B(2) > j.C > 3C > 22B > (41236D)

623A/B > 236C > CS > Assault > j.%5BC%5D > dash 2B > 5C > Combo 2

623C > CS > dash j.B(2) > j.C > 5B > 236B > 236B > 2C(2) > Combo 3

(corner) 623C > CS > 22A > 3C > 22B > 2B > 22A > 5B > Combo 2

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Introduction
Welcome to the Gordeau thread! Please discuss character strategy, combos, Arcana synergy, match-ups, and other relevant topics here. Please also feel free to post up any questions you may have about the character as well.

[/info]

 

¿Arcana synergy? UNIEL X AH3LM confirmed 

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Hey, Examu has to be working on something! (It's fixed now, sorry for the error)

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I thought I'd do the same thing as others did. So here's a compilation of his normals, specials, and supers to make it easier for you guys.

More info on Gordeau's gameplay can be found here

 
I'll post match videos later.If I'm missing anything or something's wrong, let me know.

 

Normals
  • 5A: Low kick to the shins. Fast start-up, short range. Mainly going to use this for tick throw setups (normal & command grab).
  • 2A: Crouching low jab that has more reach than 5A.
  • j.A: Angled downward punch. Your main air-to-ground, though not really needed.
  • 5B: Steps forward and does a punch. Mostly used in pressure strings and combos.
  • 2B: Gordeau's low forward. Pokes his foot out, has good reach. You'll mainly use this as a footsie tool or to OTG your opponent.
  • j.B: Double aerial spin kick. Good for air-to-air approaches. Mostly used in his air combos.
  • 66B: Yakuza kick!! Looks cool.
  • 5C: Slams scythe downwards to the ground. Long reach. Can be blocked in air. 5[C] version hits overhead.
  • 2C: Swings his scythe in an arc above him. Great anti-air and used in combos to launch the opponent.
  • j.C: Ax kick. Your main approach with Assault. j.[C] version slams opponent to ground for follow-up combos.
  • 66C: Shoulder tackle. Causes wall bounce on hit. Looks unsafe, so cancel into 22A.

Command Normals
  • 6B: Turning overhead punch. Special cancel-able on hit or block.
  • 3C: Slide kick. Gordeau's main sweep. Great range, but cannot cancel into specials on block. Very unsafe. May be able to low profile certain attacks.

Throw
Grabs opponent, punches them and tosses them away. Can be comboed in the corner. You can hold down (4) during grab and Gordeau will drop them onto the floor for a combo.

Force Function
Gordeau uses his claws for three long slashes. Huge hitbox and crumples on hit. Opponent can crouch in front to avoid.Not widely used compared to his better specials.

Specials
  • 236A/B.C(EX) Mortal Slide: Your main mid to long range spacing tool. Swings scythe outwards horizontally and hooks opponent. If follow-up is not used, opponent will be launched away on hit automatically from pull-in effect. AIR OK. Aerial version does arcing slash below and has launch effect.
    • A version has fast start-up and can be comboed from 5C. B version slower, but slightly longer reach. EX version pulls opponent closer on block and relatively safe. On hit launches opponent into air where Gord does a mid-air Assimilation, kick and finishes with an aerial Mortal Slide. EX-version cannot be Chain Shifted.
  • 236A/B Shade Harvest: Ground version follow-up move to the above.Swings scythe back, pulling in opponent. Can be followed with normals on hit. Unsafe on block.
  • 236 A/B Assimilation: Follow-up after Shade Harvest, Same move for his command grab special. Steals GRD.
  • 623 A/B/C(EX) GRIM REAPER: Gord's DP. Huge ass hitbox that hits all around him and nearly full screen. Can be used as an anti-air since aerial unblockable. Last spin causes wall bounce on hit. EX-version has start-up invincibility. Aerial hit can be followed with 22C. Very scary with meter or Chain Shift.
  • 214 A/B/C(EX) ASSIMILATION: Command grab. Rips out opponent's soul and steals GRD. Can only be followed-up with Chain Shift. EX-version has start-up invincibility. A and EX grabs in front, while B grabs upwards in air.
  • 22A/B/C(EX) Aiming Opening: Slams scythe tip (hook part) to ground. A version is safe. B and EX have follow-up animations and are mainly used in combos.

Infinite Worth (41236D)
Turbulence: Swag looking super. Swings and twirls scythe like a badass. First hit has a wide horizontal hitbox in front. Has start-up invincibility.

Infinite Worth EXS
Super cool animation of a buffed up Assimilation that deals around 3500 damage. Causes GRD Break if not in Vorpal.

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Pre-Match Character Description:

 

The harvester desires. Harvesting everything to satisfy his own deepest desire.
Wishing for a tribute for his old friend. A gift for the old friend.
Flying high, looking out on the far horizon, pursue through the long time.
Aiming at the infinite fruits. He sharply raises the sickle.
 

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I was looking around for frame data for Gordeau and found this (not complete):

http://www43.tok2.com/home/photonman/gordeau_wiki/waza1.html

It's written by PhotonMan or something like that, dunno if he's a good player or not but I'm pretty sure I was a combo vid/tutorial on youtube by him.

 

By testing in training mode I'm pretty sure that 5B is 0 on block, d.6B is waaay punishable on block unless spaced correctly, 3C is pretty much safe unless shielded, d.6C seems to be punishable on block, but if you do it meaty (e.g: 214A dash, small delay 6C) it's 0 on block, all the other data for the other normals seems to be pretty much what I had tested too, so I'm going to guess it's somewhat accurate.

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d.6C? You mean 66C? Dno wat annotation you're on about Sey xD

Gonna main Gordeau? Mirrors ftl ^^;

 

Anyway I'm gonna try and take a look at the frame data this weekend. I will post my findings as well.

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d.6C? You mean 66C? Dno wat annotation you're on about Sey xD

Gonna main Gordeau? Mirrors ftl ^^;

 

Anyway I'm gonna try and take a look at the frame data this weekend. I will post my findings as well.

d.ash 6C

but I guess 66C works as well so I'll just switch to that notation next time!

anyway, here's a vid where GO1 runs meaty 66C quite often, he mixs it up with assault j.C and meaty 2A, pretty basic stuff but I'm not sure (yet) if 66C may have some kind of advantage over meaty 2A

https://www.youtube.com/watch?v=zSE_zm6LE6w

 

 

Destrade also uploaded a video showcasing those combos, but it may not be up to date with the new list on evernote

http://www.nicovideo.jp/watch/sm23578332

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Some corrections/findings:

66C can be safe on block even if non-meaty, spacing dependent, if done point blank it's -7

2B is as fast as 2A (7f), 5B is slower than 2B (don't know by how much, it's very likely just a frame or two though)

 

As for why someone should use meaty 66C for oki instead of 2A:

66C has homing properties, which means you don't really care whether they neutral tech or roll back as you will hit meaty on both (and still be +0 frame wise), but meaty 2A will lose to back roll (but obviously gives you more pressure options).

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Yesterday i played with Gordeau, my early advice, stay in the ground don´t jump a lot lol.

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Tested some frame data, 22A is VERY plus on block so if they block your 66C, you can cancel into that to maintain advantage. Especially useful in the corner as it also combos man it easy to do shit to people.

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Has anyone had any luck landing combos (consistently) like:

5B > 2B > 5C > 3C > 236A > 236A > 3C > 2C > j.[C] > j.A > j.B > 3C > 236A > 236A > 236A

on Eltnum or characters that aren't Merkava/Hyde/Linne/Wald?

I even asked Destrade and he said all his stuff is universal (but might be hard on Vatista/Chaos) but I'm having an hard time not having Eltnum air recover between jB and 3C, I can't seem to delay j.A > j.B enough to not drop the combo entirely

same thing with the jB(2) > jC route... setting up counter or high counter pretty much fixes everything though, so I guess I may have to input everything just a bit faster or something

EDIT: welp, just delay the jump cancel after 2C(2), that'll give you enough time to still combo j[C] while letting eltnum fall to the ground enough to not drop jB(1) 3C

 

 

and yeah 22A has indeed quite a bit of frame advantage, I'm not sure how much it is but 22A 2A is definitely not a true blockstring though

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I have a question. How do you do the scythe that brings your opponent towards you? I keep doing the high version of it. Is there something you have to hold?

Is it the EX version? Still getting used to this character.

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I have a question. How do you do the scythe that brings your opponent towards you? I keep doing the high version of it. Is there something you have to hold?

Is it the EX version? Still getting used to this character.

 

Those are actually rekkas. You do the first 236a the quickly do another one and he'll drag the opponent towards him. Add another 236a to end with the soul absorbing move.

On another note what are the combos you use to make 22C whiff it's last hit ?

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Those are actually rekkas. You do the first 236a the quickly do another one and he'll drag the opponent towards him. Add another 236a to end with the soul absorbing move.

On another note what are the combos you use to make 22C whiff it's last hit ?

So you do 236 twice?

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