Gordeau
|
|
Health: 18,000
Jump Startup: 4F
Backdash Time 22F / Invul: 1-7F All
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
|
Overview[edit]
"I'll teach you...how to fight."
Backstory[edit]
Gordeau the Harvester was once a member of the Amnesia organization. One day during a war against the Bankikai, his friend Roger ends up getting turned into a fallen Void due to an unfortunate chain of events. Roger died that day at the hands of the Crimson Knight of Licht Kreis, Erika Wagner, and Gordeau, injured from the battle, could do nothing but watch it happen. After this, Gordeau leaves Amnesia to pursue revenge for his fallen friend instead. Since then, Gordeau has participated in many Hollow Nights, hoping to encounter the Crimson Knight of Licht Kreis again and avenge Roger.
Playstyle[edit]
Gordeau wields a scythe called the Demon Sickle "Devourer" that he can summon at will. The Scythe is very large and has a lot of reach. As a result, you'll find that Gordeau has normals, specials and partner skills that have a lot of reach and hit in wide arcs. This allows Gordeau to control a lot of ground space in neutral, making it difficult for others to approach him freely.
Although Gordeau is capable of controlling a lot of space thanks to his scythe, whiffing these scythe normals put him at a severe disadvantage because they have a lot of recovery, often leaving him open to being punished. Gordeau also doesn't move very fast. To make the most of Gordeau, you'll need to learn to judge your spacing well and optimally make use of his long reaching options.
Strengths/Weaknesses[edit]
Strengths |
Weaknesses
|
- Great range on his scythe normals
- One of the easiest characters to learn and play, with easy to execute combos to boot.
- Reverse beat and grim reaper allow him to confirm most grounded hits into a full combo/blockstring
- Excellent anti-air options with 2B and 214B.
- Command grabs that steal meter.
- S-tier assists easily makes him one of the best "team players" in the whole game.
- Above average health
- Good reversal action that can even be used in the air
- Can do grab into his 214B+C distortion for high damage, even when not in resonance
|
- Somewhat slow in general.
- Usually has to end aerial combos with the air version of his DP, which means, for the most part, you can't extend an aerial combo by using a grounded assist like most other characters
- 5B extends his hurtbox to ridiculous lengths.
- Very sub-par high-low mixup.
- Certain moves are unsafe when misused in neutral without an assist to cover them.
|
EXS of Greed : Snatcher[edit]
Gordeau EXS gives him the unique ability to form purple claws on his right hand that he can use to rip pieces of a person's soul from them. In Under Night in Birth, this unique ability was adapted into his gameplay by allowing his Assimilation command grabs to steal GRD. However, in BlazBlue Cross Tag Battle, this ability allows Gordeau to steal a small chunk of his opponent's Skill Gauge instead. In addition, the more damage you do against the opponent during a combo, the higher the amount of meter you will steal.
The following moves will steal a bit of the opponent's Skill Gauge on hit:
- The fourth move of his A Smart Combo (5AAAA)
- All versions of Assimilation
- Gordeau's Rusty Nails assist
Normal Moves[edit]
5A
Punch to the gut. Kick to the gut. Shoulder to the gut. Gouge out your gut.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5A
|
1500
|
All
|
9
|
4
|
18
|
-5
|
- Gordeau's classic 5B.
- Starts combos off of throws.
- Jump cancellable on block.
Detailed description of the usefulness of the move go here
|
5AA
|
1500
|
All
|
10
|
9(?)
|
10(?)
|
-2
|
Detailed description of the usefulness of the move go here
|
5AAA
|
1700
|
All
|
13
|
5
|
18
|
-4
|
This move causes the opponent to be blown back across the screen.
Detailed description of the usefulness of the move go here
|
5AAAA
|
900*3
|
All
|
19
|
1*3
|
25
|
-5
|
- Gordeau's Force Function, Rusty Nail.
- Steals the most amount of meter out of all his attacks that can do so.
|
|
5B
ITS BACK BABY!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5B
|
1700
|
All
|
19
|
3
|
42
|
-26
|
- Gordeau's classic classic 5C.
This move has huge range, and on hit it leads into his most damaging combos. It's range is limited, however, and can be easily baited. On block, its extremely unsafe by itself, so Gordeau will either need a partner skill to help make it safe, whiff cancel into 2A, or have some godly mix-up skills if he wants to get in close.
|
5BB
|
1000, 900
|
All
|
11
|
4(2)2 [4, 3]
|
28 [20]
|
-9 [-2]
|
- Gordeau's 236X->6X, Mortal Slide->Shade Harvest.
- Values in [] are when you hit the assist
Drags the opponent in to you. This can be a good or bad thing as mentioned above. If Mortal Slide’s first hit missed, he will go the second hit of Mortal Slide instead of Shade Harvest
|
5BBB
|
0, 800, 1200
|
Throw
|
16
|
4
|
30
|
-
|
- Gordeau's followup version of Assimilation from the original UNI games.
- Steals opponent's meter.
Okay combo ender. This is the button you'll probably press the least, since you can usually cancel 5BB into either 2C, 2B, or both and cancel into 214B for more damage.
|
|
5C
Doesn't have the deadzone anymore, but still 'reactable'
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
800+
|
High
|
26
|
3
|
18
|
-4
|
Being a UNI character, Gordeau has a long, assault style 5C. No longer whiffs on crouching opponents if he's too close, but it's still rather slow on the startup.
|
|
2A
They can't all be half-screen attacks.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1000
|
All
|
7
|
2
|
17
|
-5
|
- Gordeau's, er, original 2A.
- Jump cancellable on block. Not a low.
Gordeau's reversal action is a tad slow, so if you're in real danger, this button may be your salvation. Though what you should really use is reject-guard.
|
|
2B
Its like 5B. Only vertical.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1100*2
|
Low, All
|
9
|
3(6)5
|
23
|
-10
|
- Gordeau's original 2C
- God-like anti-air
- First hit can be used for combo filler
- 7-16f head invulnerable
|
|
2C
Your feet are open...be lucky I can't charge that shit up.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1700
|
Low
|
13
|
10
|
31
|
-13
|
Slides along the ground, giving it great range and a ton of actives. On block, cancel into 2A or 5A to get a jump cancel.
|
|
j.A
Sadly, your best aerial approach.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1600*2
|
High
|
8
|
2(7)2
|
17
|
-
|
- Gordeau's old j.B.
- Both hits overhead. Can do jB > falling jA[1] if you airdash for double overhead where jA[2] would whiff.
|
|
j.B
5C with more utility.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1800
|
High
|
10
|
2
|
25
|
-
|
Pretty good for a normal. Can be used as a tricky overhead, an empty jump, or combo-filler. If hitting an airborne opponent with this, you can let yourself drop to the ground and squeeze in a few more hits.
|
|
j.C Mortal Glide
No-one's cheese like Gordeau, stuffs footsies like Gordeau.
|
|
Universal Mechanics[edit]
Ground Throw[edit]
Ground Throw 5B+C
Still good.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0, 500, 1500
|
Throw
|
7-30
|
1
|
21
|
-
|
- Wallbounces midscreen.
- Wallsticks in corner.
Detailed description of the usefulness of the move go here
|
|
Precise Aim/Aim Opening[edit]
Aim Opening/Precise Aim 5A+D (Air Ok)
Whirrrr...
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
1200,300*6,1800
|
Air Unblockable
|
21
|
4(10)1(2)1(2)1(4) 1(2)1(2)1(Till L)2(?)
|
50
|
-37 (-42 vs crounching)
|
Air
|
700*6
|
All
|
10
|
1(2)1(2)1 (4)1(2)1(2)1
|
Till L+16
|
-
|
- Gordeau's classic 22B and j.214A.
A solid but slow reversal. On hit it does a final slam that knocks down, but depending on where you hit the opponent, they could touch the floor and recover before it becomes active.
Not a good anti-air as the AUB frames end very early.
Unlike most character's reversals, this can be done in the air as well. Air-to-ground use is risky, though, given Gordeau's general slow recovery and movement.
|
|
Grim Reaper[edit]
Grim Reaper 236A/B
Is this neutral?
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
A
|
800, 1600
|
All
|
15
|
6(10)3
|
26
|
-10
|
A version can give you plenty of space control, as it covers nearly all of midrange and is safe enough on block.
Detailed description of the usefulness of the move go here
|
B
|
800*3,1600
|
All
|
19
|
6(8)3(5)6(10)3
|
32
|
-16
|
B version is a slower version that deals more hits. Good for combo filler and active switch pressure.
Detailed description of the usefulness of the move go here
|
|
Assimilation[edit]
Assimilation 214A/B
He's especially good at assimilating. 'Scuse me!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
A
|
0, 800, 1500
|
Throw
|
11
|
2
|
33
|
-
|
- Command grab.
- Steals some of the opponents meter on hit.
- Can be comboed into.
Detailed description of the usefulness of the move go here
|
B
|
0, 1000, 1750
|
Throw
|
7
|
4
|
34
|
-
|
- Anti-air version. Has head invuln.
- Can be comboed into.
Detailed description of the usefulness of the move go here
|
|
EX Grim Reaper[edit]
EX Grim Reaper 236C
Use raw if you want to die.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
800*5, 1600
|
All
|
13
|
4(5)3(4)6 (9)3(3)6(9)3
|
29
|
-13
|
- Bigass, forward moving Grim Reaper. Deals a ton of damage.
- Good corner carry, can combo after with 5A if p1 start or closer.
Detailed description of the usefulness of the move go here
|
|
EX Assimilation[edit]
EX Assimilation 214C
steal more meter for the price of meter
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
800, 0, 1000, 1500
|
Throw
|
11
|
2
|
25
|
-
|
- Most damaging version. Better reach than A version, and can grab opponents in air during hitstun, otherwise not really worth it.
Detailed description of the usefulness of the move go here
|
|
Partner Skills[edit]
6P Rusty Nail
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
900*3
|
All
|
49
|
3*3
|
-
|
+26
|
- On hit, steals some of the opponent's meter
The first of Gordeau’s great assists. This gives a ton of untechable stun on hit and can be done from a healthy range. It's downside is the fact its the slowest assist.
|
|
5P Grim Reaper
They call that shit balanced in Japan
|
|
4P Aim Opening/Precise Aim
'sup
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1700
|
All
|
33
|
2
|
-
|
+30
|
Gordeau performs the first act of Precise Aim. This move may be a tad situational, but it gives you a hard knockdown that makes combo extension a breeze.
|
|
Distortion Skills[edit]
Mortal Slide[edit]
Mortal Slide - Divest 236B+C
M O R T A L S L U T
|
|
Turbulence[edit]
Turbulence 214B+C
"Come get some! You're lost in a dream."
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1000*8 4000 [1000*5, 500*10, 1500*3]
|
All
|
1+12
|
-
|
-
|
-17
|
- Gordeau's original Infinite Worth super.
- Makes sure you'll never forget the name of greed.
|
|
Distortion Skill Duo[edit]
Turbulence P during Main Character's Distortion Skill
|
|
Astral Heat[edit]
Soul Vanish/Soul Exodus 222B+C
You either vanish in the Japanese version, or see the exodus in the English dub. Your pick for death.
|
|