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|image2=BBTag_Gordeau_5AA.png |caption2=Kick to the gut. | |image2=BBTag_Gordeau_5AA.png |caption2=Kick to the gut. | ||
|image3=BBTag_Gordeau_5AAA.png |caption3=Shoulder to the gut. | |image3=BBTag_Gordeau_5AAA.png |caption3=Shoulder to the gut. | ||
|image4=BBTag_Gordeau_5AAAA.png |caption4= | |image4=BBTag_Gordeau_5AAAA.png |caption4=Rusty Nails | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Gordeau/Data|5A}} | {{#lsth:BBTag/Gordeau/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* | * Jump cancelable. | ||
* Throw cancelable. | |||
Old 5B. Gordeau steps forward before punching, giving this attack extra range. Has many cancel options which makes this move good for applying pressure and mix-ups. Generally used in combos to catch opponents after landing during relaunch combos or after Mortal Glide or Grim Reaper in the corner. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Gordeau/Data|5AA}} | {{#lsth:BBTag/Gordeau/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Gordeau | {{Description|7|text= | ||
* Jump cancelable on hit. | |||
* Throw cancelable. | |||
* Lightly pushes airborne opponents away. | |||
Old 4B. Gordeau leans forward and kicks. Mostly used as combo and pressure filler. Only -1 on block, making this his safest ground attack and the best point to reset pressure. | |||
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{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Gordeau/Data|5AAA}} | {{#lsth:BBTag/Gordeau/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Jump cancelable on hit. | |||
* Launches opponents away on hit. | |||
Old 66C. Gordeau does a shoulder bash. Has good reach and damage but is very unsafe on block. Avoid using this move in blockstrings. | |||
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{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Gordeau/Data|5AAAA}} | {{#lsth:BBTag/Gordeau/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* Drains 2.5% of opponent's meter per hit, gains 1% meter per hit | * Hits 3 times. | ||
* | * Drains 2.5% of opponent's meter per hit, gains 1% meter per hit. | ||
* Stuns grounded opponents on counter hit. | |||
Old Force Function. Gordeau claws opponents with his nails, creating energy slashes that steal their meter. Has very long disjointed range, is safe on block, and is a natural frame-trap from 5AAA. This is the only EXS attack Gordeau has that isn't a grab. Hitting both the opponent's point and assist character will double the amount of meter stolen, making this an excellent attack for happy birthday situations. As an autocombo ender, this move has no cancel options even in Resonance Blaze, requiring an assist for combo extensions. Can only follow-up a counter hit in the corner if it connects at close range. | |||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Gordeau_5B.png |caption='''ITS''' | |image=BBTag_Gordeau_5B.png |caption='''ITS BACK BABY''' | ||
|image2=BBTag_Gordeau_5BB.png |caption2= | |image2=BBTag_Gordeau_5BB.png |caption2=Mortal Slide, Shade Harvest | ||
|image3=BBTag_Gordeau_5BBB.png |caption3= | |image3=BBTag_Gordeau_5BBB.png |caption3=Assimilation | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
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{{#lsth:BBTag/Gordeau/Data|5B}} | {{#lsth:BBTag/Gordeau/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* | * Jump cancelable on hit. | ||
* Knocks down on hit. | |||
Old 5C. Gordeau summons his scythe and slams it into the ground. Has humongous range but also quite a bit of start-up so don't use this recklessly. This is his best scaling starter and thus should be used to begin punish combos whenever possible. Doesn't hit as high vertically as the animation implies, making this attack vulnerable to jump-ins. | |||
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{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Gordeau/Data|5BB}} | {{#lsth:BBTag/Gordeau/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
*Values in [] are when first hit | * Hits 2 times. | ||
* First hit launches on hit. | |||
* Second hit vacuums opponents on hit or block. | |||
* Values in [] are when first hit doesn't hit the opponent's point character. | |||
Old 236X > 6X. Gordeau reachs out with his scythe and, if he hits the opponent, pulls it back to drag them closer to him. Used to keep opponents close during pressure or combos. If Mortal Slide’s first hit missed the point character, he will go the second hit of Mortal Slide instead of Shade Harvest. | |||
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{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Gordeau/Data|5BBB}} | {{#lsth:BBTag/Gordeau/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text= | ||
* | * Hits 2 times. | ||
* Second hit drains 5% of opponent's meter, gains 10% meter. | |||
* Can only be used if Shade Harvest (5BB) hit the opponent's point character. | |||
* Only hits the opponent's point character. | |||
Old 6X follow-up after 236X > 6X. Autocombo version of assimilation that can hit both standing and airborne opponents. Drains the most meter out of any of Gordeau's EXS attacks. Never provides optimal damage as a combo ender and can only be followed-up with assists, making this move somewhat difficult to use. Makes the opponent invincible to all other attacks until Gordeau releases them. Can whiff if 5B hit at near max range. | |||
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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Gordeau_5C.png |caption=Doesn't have | |image=BBTag_Gordeau_5C.png |caption=Doesn't have a deadzone anymore, but its still 'reactable'. | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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{{#lsth:BBTag/Gordeau/Data|5C}} | {{#lsth:BBTag/Gordeau/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Shares the same hitbox and animation as j.B. | |||
* Airborne on frame 7. | |||
* Knocks down airborne opponents. | |||
* On grounded hit, leads into a timed follow-up. | |||
* Follow-up damage, meter gain, oki, and timing changes if partner is available. | |||
While most characters generally only use 5C as a last resort, the fact that Gordeau has an arcing airdash (which is much slower and reactable than normal air dashes), has only two air overheads (j.A and j.B) with the first being prone to whiffing against crouching opponents, and has no other grounded overheads means that he actually relies quite a bit on 5C to mix-up opponents. His is an assault style 5C, meaning its safe on block but has longer start-up than normal 5C's. | |||
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{{#lsth:BBTag/Gordeau/Data|2A}} | {{#lsth:BBTag/Gordeau/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* | * Jump cancelable. | ||
* Throw cancelable. | |||
* Can cancel into itself up to three times. | |||
Gordeau's reversal action is | Old 2A. Primarily used to interrupt an opponent's pressure or enact his own stagger pressure. Can be whiffed on purpose after some normals like 5B to make them safe or at least less unsafe. Gordeau's reversal action is quite slow so using this button on wake-up against poorly planned or timed oki may just prevent Gordeau from being safe-jumped. | ||
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{{#lsth:BBTag/Gordeau/Data|2B}} | {{#lsth:BBTag/Gordeau/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text= | ||
* | * 7-16f head attribute invulnerable. | ||
* First hit | * Hits 2 times. | ||
* | * First hit is a low. | ||
* | * Second hit launches on hit. | ||
* Jump cancelable on hit, on either hit. | |||
Old 2C. Gordeau thrusts his scythe at the ground before swinging above his head in an arc. Used in neutral to stop air approaches, used in pressure to hit opponents low, and used in combos to launch opponents. The second hit covers above, ahead, and behind Gordeau, allowing it to stuff dashs, IADs, cross-ups, and teleports simultaneously. | |||
}} | }} | ||
}} | }} |
Revision as of 21:29, 4 October 2019
Gordeau |
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Overview
"I'll teach you...how to fight."
Backstory
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
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
Strengths | Weaknesses |
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EXS of Greed : Snatcher
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 chunk of his opponent's Skill Gauge and add it to his own. His meter steal is static for each attack, meaning it is unaffected the 180 frame meter-build cooldown that normally occurs after using Skill Gauge. This also makes it good at the end of long combos where normal meter build becomes low.
The following moves will steal some of the opponent's Skill Gauge on hit:
- All versions of Rusty Nails (5AAAA and 6P)
- All versions of Assimilation (5BBB and 214X)
- Mortal Slide - Divest
Note: While blocking or getting hit usually grants meter, Gordeau's EXS attacks don't grant any meter on hit on top of the meter it steals from opponents.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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While most characters generally only use 5C as a last resort, the fact that Gordeau has an arcing airdash (which is much slower and reactable than normal air dashes), has only two air overheads (j.A and j.B) with the first being prone to whiffing against crouching opponents, and has no other grounded overheads means that he actually relies quite a bit on 5C to mix-up opponents. His is an assault style 5C, meaning its safe on block but has longer start-up than normal 5C's. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Old 2A. Primarily used to interrupt an opponent's pressure or enact his own stagger pressure. Can be whiffed on purpose after some normals like 5B to make them safe or at least less unsafe. Gordeau's reversal action is quite slow so using this button on wake-up against poorly planned or timed oki may just prevent Gordeau from being safe-jumped. |
2B
2B |
Template:AttackDataHeader-BBTag
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Old 2C. Gordeau thrusts his scythe at the ground before swinging above his head in an arc. Used in neutral to stop air approaches, used in pressure to hit opponents low, and used in combos to launch opponents. The second hit covers above, ahead, and behind Gordeau, allowing it to stuff dashs, IADs, cross-ups, and teleports simultaneously. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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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
j.A | Template:AttackDataHeader-BBTag | ||||
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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
j.C Mortal Glide |
Template:AttackDataHeader-BBTag
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Precise Aim/Aim Opening
Aim Opening/Precise Aim 5A+D (Air Ok) |
Template:AttackDataHeader-BBTag |
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Skills
Grim Reaper
Grim Reaper 236A/B |
Template:AttackDataHeader-BBTag |
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Assimilation
Assimilation 214A/B |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX Grim Reaper
EX Grim Reaper 236C |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
EX Assimilation
EX Assimilation 214C |
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Detailed description of the usefulness of the move go here |
Partner Skills
6P
6P Rusty Nail |
Template:AttackDataHeader-BBTag | ||||
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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
5P Grim Reaper |
Template:AttackDataHeader-BBTag | ||||
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Gordeau's most versatile assist. Starts and extends combos, gives a lot of safety for you on block. |
4P
4P Aim Opening/Precise Aim |
Template:AttackDataHeader-BBTag
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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
Mortal Slide
Mortal Slide - Divest 236B+C |
Template:AttackDataHeader-BBTag
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Turbulence
Turbulence 214B+C |
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Distortion Skill Duo
Turbulence P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Soul Vanish/Soul Exodus 222B+C |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
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