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* Mortal Slide hits once on hit or block, hits twice on whiff, while Shade Harvest hits once. | * Mortal Slide hits once on hit or block, hits twice on whiff, while Shade Harvest hits once. | ||
* Mortal Slide launches on its second hit. | * Mortal Slide launches on its second hit. | ||
* Shade Harvest vacuums opponents on hit | * Shade Harvest vacuums opponents on hit or block | ||
* Shade Harvest is jump cancelable on hit. | |||
* Values in [] are when Mortal Slide doesn't hit the opponent's point character. | * Values in [] are when Mortal Slide doesn't hit the opponent's point character. | ||
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* Can only be used if Shade Harvest (5BB(2)) hit the opponent's point character. | * Can only be used if Shade Harvest (5BB(2)) hit the opponent's point character. | ||
* Only hits the opponent's point character. | * Only hits the opponent's point character. | ||
* Opponent is invincible to all other attacks until Gordeau releases them. | |||
* Opponents cannot burst during a throw. | |||
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 | 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. Can whiff after 5BB if 5B hit at near max range. | ||
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Revision as of 20:30, 8 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 by 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 decreases.
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 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 |
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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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Old 3C. Gordeau slides along the ground and sweeps opponents off their feet. Travels a third of the screen, shrinks his hurtbox, and has tons of active frames, making this a good move to use in neutral. |
j.A
j.A | Template:AttackDataHeader-BBTag | ||||
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Old j.B. Gordeau does two kicks, first diagonal downward then horizontally. Primary air-to-air and air combo part. Also used in relaunch combos. Has weirdly placed hitboxes, low damage, and can only land both hits on grounded opponents out of an IAD. Use j.B for jump-ins instead. |
j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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Old j.C. Gordeau does an overhead kick. Primary jump-in attack and air combo part. Also used in relaunch combos. This is his best overhead as it does good damage and can lead into a full combo on a grounded hit. |
j.C
j.C Mortal Glide |
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Old j.236X. Gordeau slashes below himself while floating upward. Generally used mid-screen in air combos before Precise Aim or in the corner after jump-cancelable on hit normals to do relaunch combos. If this move scores a counter hit at point-blank range as close to the ground as possible, Gordeau can catch the opponent with a dashing 5A for a full conversion. Unsafe on block no matter what height its done at so never use this move in blockstrings. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Gordeau tosses the opponent into the sides of the screen. This is his fastest grab as well as his most damaging but it can be teched unlike Assimilation. Can combo the wall bounce into most of his grounded normals (save for 5B and 5C), specials (not 214A), and all of his supers, meaning his combo paths off of throw are pretty diverse. Wall stick can combo into literally any attack. Combo directly into Assimilation for good unburstable meterless damage. |
Precise Aim/Aim Opening
Aim Opening/Precise Aim 5A+D (Air Ok) |
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Skills
Grim Reaper
Grim Reaper 236A/B |
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Assimilation
Assimilation 214A/B |
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Extra Skills
EX Grim Reaper
EX Grim Reaper 236C |
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Old 623C. Gordeau spins with his scythe 6 times. Has massive range, damage, and travel distance. Used for optimal damage combos when assists are available. |
EX Assimilation
EX Assimilation 214C |
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Old 214C. Gordeau's slowest grab but has the highest damage and range. Long animation on hit makes it difficult to extend combos with assists and also eats up a lot of the combo timer. Makes the opponent invincible to all other attacks until Gordeau releases them. Always provides safe-jump oki. |
Partner Skills
6P
6P Rusty Nail |
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Gordeau uses Rusty Nails. Somewhat slow but gives a decent amount of untechable stun on hit and can be done from a moderate range. Only assist that uses his EXS, making it vital for increasing metergain and keeping the opponent's resources low. Can be spammed in Cross Combo for masive metergain and meter steal. |
5P
5P Grim Reaper |
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Gordeau's A Grim Reaper. This is his most versatile assist thanks to its fast start-up speed, huge range, high damage, and long active frames. Can lock down opponents for mix-ups and can limit their movement options by controlling space. |
4P
4P Aim Opening |
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Gordeau does Aim Opening. 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 |
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Old 236C. Gordeau does Mortal Slide into Shade Harvest. If Mortal Slide hit, he will continue into A Grim Reaper, a scythe uppercut, an air Assimilation (which drains meter), an aerial kick, Mortal Glide, and finally the follow-up hit of Precise Aim. If only Shade Harvest hit the opponent or either attack was blocked, they will be dragged towards him and Gordeau does nothing else. Has the same start up and frame disadvantage as Turbulence while having more horizontal range and being significantly safer on whiff, making this Gordeau's go-to reversal super. Grants safe-jump oki against 11 frame start-up reversals. Final frame advantage on hit becomes notably worse in RB, preventing any sort of safe set-ups. If either super will K.O. the opponent, use this one as it steals meter and refunds a small portion of the meter it used. |
Turbulence
Turbulence 214B+C |
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Old Infinite Worth. Gordeau strikes 5 times before spinning his scythe above his head, ending with a powerful slash. Normal version grants safe-jump oki against 11 frame start-up reversals while the RB version grants safe-jump against all reversals. Has slightly better damage and oki than Mortal Slide - Divest, making good for ending combos that will either end the match or won't result in taking out one of the opponent's characters. Gordeau does all of the attacks on block or whiff, making this move hilariously unsafe if it doesn't hit. Has a gap between the initial strikes and spin attack that can be reversal-ed through on block. The normal version has an additional gap between the spins and the final attack. |
Distortion Skill Duo
Turbulence P during Main Character's Distortion Skill |
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Gordeau's assist super is Turbulence, but it has faster start-up, a better final frame advantage, and higher damage, making this a good super for finishing off opponents. The enhanced version still has safe-jump oki so keep that in mind. |
Astral Heat
Soul Vanish/Soul Exodus 222B+C |
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Old Infinite Worth EXS. Gordeau lunges about half-screen and thrusts out a clawed hand. If it hits, he follows up with a gut punch, an Assimilation-like grab, and a round house. He then summons his scythe and slashes the opponent, erasing them from existence. Should be used to end combos whenever possible. Can be used as a powerful reversal or projectile punish thanks to its invincibility and range but is very costly and unsafe on block. |
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