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!Gordeau
!Gordeau

Revision as of 07:10, 21 April 2020

Gordeau
BBTag Gordeau Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Long-range, Aggressive, Mixup, Pressure
Team role
Anchor, Support

Overview

"I'll teach you...how to fight."
Lore: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 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.

Pros
Cons
  • Ludicrous range on his scythe normals.
  • Has a very simple game-plan that is easy to execute.
  • Reverse beat allows him to confirm most hits into a full combo or blockstring.
  • Excellent anti-air options with 2B, B Assimilation, and Aim Opening.
  • EXS attacks boosts his metergain while draining the opponents resources.
  • S-tier assists easily makes him one of the best "team players" in the whole game.
  • Above average health.
  • Scythe normals are quite slow, unsafe on whiff, and greatly extend his hurtbox.
  • Slow reversals make him susceptible to baits and safe-jumps.
  • Precise Aim is his only air combo ender, meaning that for the most part he can't convert them into a ground combo via assists like most other characters.
  • Poor high-low mixups due to having very few overheads, all of which are very reactable.
  • Cannot use more than one EXS attack per combo without an assist or Resonance Blaze, limiting his meter steal potential.
  • Sold his scythe for a toothpick.

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
BBTag Gordeau 5A.png
Punch to the gut.
BBTag Gordeau 5AA.png
Kick to the gut.
BBTag Gordeau 5AAA.png
Shoulder to the gut.
BBTag Gordeau 5AAAA.png
Rusty Nails
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5A
  • 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.

5AA
  • 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.

5AAA
  • 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.

5AAAA
  • Hits 3 times. Drains 2.5% of opponent's meter per hit and gains 1% meter per hit.
  • Stuns grounded opponents on counter hit.
  • Opponent cannot Cross Burst during this attack.

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. This move has no cancel options on block or whiff (even in Resonance Blaze), requiring assists for combo extensions. Can only follow-up solo on counter hit in the corner if it connects at close range.

5B
5B
BBTag Gordeau 5B.png
Vietnam Flashbacks Intensify
BBTag Gordeau 5BB.png
Mortal Slide, Shade Harvest
BBTag Gordeau 5BBB.png
Assimilation
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5B
  • 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.

5BB
  • Shade Harvest follow-up is only done on hit.
  • Mortal Slide hits once on hit or block, hits twice on whiff, while Shade Harvest hits once.
  • Mortal Slide launches on its second 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.

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.

5BBB
  • Hits 2 times. First hit is a command grab, second hit drains 5% of opponent's meter, gains 10% meter.
  • Can only be used if Shade Harvest (5BB(2)) hit 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. Can whiff after 5BB if 5B hit at near max range.

5C
5C
BBTag Gordeau 5C.png
Doesn't have a deadzone anymore, but its still 'reactable'.
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  • 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.

2A
2A
BBTag Gordeau 2A.png
They can't all be half-screen attacks.
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  • Jump cancelable.
  • Throw cancelable.
  • Can cancel into itself up to three times.

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
BBTag Gordeau 2B.png
Its like 5B. Only vertical.
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  • 7-16f head attribute invulnerable.
  • 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.

2C
2C
BBTag Gordeau 2C.png
Your feet are open...be lucky I can't charge that shit up.
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  • Hits low.
  • Jump cancelable on hit.
  • Launches on hit.
  • Enters recovery on hit or block.

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
BBTag Gordeau jA.png
Sadly, your best aerial approach.
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  • Hits 2 times.
  • Double jump cancelable.

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
BBTag Gordeau jB.png
5C with more utility.
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  • Double jump cancelable.

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
BBTag Gordeau jC.png
No-one's cheese like Gordeau, stuffs footsies like Gordeau.
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  • Launches on hit.

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
BBTag Gordeau GroundThrow.png
Still good.
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  • 100% minimum damage (2000)
  • If Gordeau isn't near an opponent, he will dash a short distance then grab.
  • Holding back when inputting the grab will result in Gordeau throwing his opponent behind him.
  • Wall bounces mid-screen, wall sticks for 60 frames in corner.

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)
BBTag Gordeau AimOpening.png
BBTag Gordeau AimOpening-air.png
Whirrrr...
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Ground
Air
  • Invincible on start-up.
  • Ground version starts with Aim Opening, air version goes directly into Precise Aim.
  • Follow-up attack is only done if Precise Aim hit the opposing point character at least once.
  • Aim Opening hits once and is air unblockable, Precise Aim hits 6 times, and the follow-up hits once.
  • Aim Opening launches on hit, all other hits knockdown on hit.
  • 5% minimum damage. (Ground) 60 + (15 X 6) + 80 = 240. (Air) (35 X 6) + 50 = 260.

Old 22B into j.214B. Gordeau slams his scythe into the ground then jumps while spinning it above his head, following-up with an overhead slash back into the ground. One of the slowest shoryuken-like reversals in the game at 21 frames of start-up, making it highly susceptible to safe-jumps. While Aim Opening has a deceptively large hitbox, it isn't very good as an anti-air as it doesn't reach very high vertically and even if it does catch an opponent he will need a very slow assist that can pick them up after Gordeau does both Aim Opening and Precise Aim. Not usually used in ground combos due to this move's poor oki options but this is his only choice for ending air combos. Has decent minimum damage which makes it good for finishing off opponents without burning meter.


Skills

Grim Reaper
Grim Reaper
236A/B
BBTag Gordeau GrimReaper.png
Is this neutral?
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A
  • Hits 2 times.
  • Launches opponents away on hit.

Old 623A. Gordeau spins with his scythe twice. Used in neutral alongside an assist to force opponents to block. Can link into 5A or 2B in the corner.

B
  • Hits 4 times.
  • Launches opponents away on hit.

Old 623B. Gordeau spins with his scythe 4 times. Used in optimal damage combos by calling an assist afterwards. Very strong for active switch pressure, especially in sandwich situations.

Assimilation
Assimilation
214A/B
BBTag Gordeau Assimilation.png
He's especially good at assimilating.
BBTag Gordeau Assimilation2.png
'Scuse me!
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A
  • Hits 2 times. First hit is a command grab, second hit drains 2.5% of opponent's meter and gains 5% meter.
  • Works against standing or crouching point characters, even in hitstun.
  • Opponent is invincible to all other attacks until Gordeau releases them.
  • Opponents cannot burst during a throw.

Old 214A. Gordeau reaches out and grabs opponents with claws of energy, stealing meter from them. Used in pressure to mix-up opponents. Requires an assist to convert into a combo. Always provides safe-jump oki.

B
  • Is head attribute invulnerable.
  • Hits 2 times. First hit is a command grab, second hit drains 2.5% of opponent's meter and gains 5% meter.
  • Works against airborne point characters, even in hitstun.
  • Opponent is invincible to all other attacks until Gordeau releases them.
  • Opponents cannot burst during a throw.

Old 214B. Gordeau snatches the opponent out of the sky, stealing meter from them. Used in neutral to anti-air opponents, even those who are air guarding. Also used to end most grounded combos. Requires an assist to convert into a combo. Always provides safe-jump oki.


Extra Skills

EX Grim Reaper
EX Grim Reaper
236C
BBTag Gordeau GrimReaper.png
Use raw if you want to die.
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  • Hits 6 times.
  • Launches opponents away on hit.
  • 10% minimum damage. (70 X 5) + 140 = 490.

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
BBTag Gordeau EXAssimilation.png
Steal meter for the price of meter.
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  • Throw invincible from frame 1.
  • Hits 4 times. First hit is a command grab, fourth hit drains 5% of opponent's meter and gains 5% meter.
  • Works against the opponent's point character in any state, even in hitstun.
  • Opponent is invincible to all other attacks until Gordeau releases them.
  • Opponents cannot burst during a throw.
  • 10% minimum damage. 80 + 100 + 150 = 330.

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. Always provides safe-jump oki.


Partner Skills

6P
6P
Rusty Nail
BBTag Gordeau 5AAAA.png
Basically a projectile assist.
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  • Hits 3 times.
  • Drains 2.5% of opponent's meter per hit, gains 1% meter per hit.
  • Launches opponents on hit.

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
BBTag Gordeau GrimReaper.png
They call that shit balanced in Japan.
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  • Hits 2 times.
  • Launches opponents away on hit.

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
BBTag Gordeau AimOpening.png
'Sup
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  • Hits once.
  • Ground bounces on hit.

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
BBTag Gordeau MortalSlide.png
M O R T A L S L U T
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  • Invincible on start up.
  • Hits 7 times on hit (10 times in RB), twice on block or whiff.
  • Only does follow-up attacks if the first hit connected against the opponent's point character.
  • Follow-up attacks can only hit the opponent's point character.
  • First hit restands opponents on hit.
  • Second hit vacuums opponents on block.
  • Fifth hit (Seventh in RB) drains 5% of opponent's meter, gains 10% meter.
  • Final hit launches opponents away (knocks down in RB).
  • 20%, 28%, 22% minimum damage. 200 + (280 X 4) + 506 = 1826.
  • (RB) 20%, 27%, 14% minimum damage. 200 + (135*3) + (270*4) + 336 = 2021.
  • Values in [] are for the Enhanced version, values in <> are for whiffed or blocked first hit.

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
BBTag Gordeau Turbulence.png
"Come get some! You're lost in a dream."
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  • Invincible on start up.
  • Becomes full invulnerable for the duration of the super if the opponent's point character is hit.
  • Hits 9 times (18 times in RB).
  • Final attack wall bounces, all other launch opponents on hit.
  • 10%, 22% minimum damage. (100 X 8) + 1056 = 1856.
  • (RB) 10%, minimum damage. (100 X 5) + (50 X 10) + (360 X 3) = 2080.
  • Values in [] are for Enhanced version.

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 it 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
BBTag Gordeau Turbulence.png
Spin to Win
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  • Identical to Gordeau's solo version of Turbulence except it deals slightly higher minimum damage.
  • 100% minimum damage. (240 X 5) + (40 x 3) + 680 = 2000.
  • 100% minimum damage. (200 X 5) + (35 X ) + (200 x 2) + 750 = 2500.

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
BBTag Gordeau SoulExodus.png
BBTag Gordeau SoulExodus2.png
You either vanish in the Japanese version, or see the exodus in the English dub. Your pick for death.
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  • Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.
  • Invincible on start-up.
  • Grants victory upon a successful hit.

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.


Navigation

To edit frame data, edit values in BBTag/Gordeau/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.