No edit summary |
m (→Navigation: clean up, replaced: | → |size=) |
||
(40 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{BBTag_Construction_Card}} | ||
==Overview== | |||
= | {{BBTag/CharacterLinks}} | ||
{{ | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
|header=Overview | |||
|content=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. | 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. | ||
| | }} | ||
| | {{BBTag/Infobox | ||
| fastestAttack = [[#2A|2A]] (8F) | |||
| | | reversal = [[#Precise Aim|A+D]] (21F)<br/>[[#Mortal Slide - Divest|236B+C]] (13F)<br/>[[#Turbulence|214B+C]] (13F) | ||
}} | |||
{{ProsAndCons | |||
|intro= | |||
|pros= | |pros= | ||
*Ludicrous range on his scythe normals. | *Ludicrous range on his scythe normals. | ||
*Reverse beat allows him to confirm most hits into a full combo or blockstring. | *Reverse beat allows him to confirm most hits into a full combo or blockstring. | ||
*Excellent anti-air options | *Excellent anti-air options in {{clr|2|2B}} | ||
*EXS attacks boosts his metergain while draining the opponents resources. | *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. | *S-tier assists easily makes him one of the best "team players" in the whole game. | ||
Line 21: | Line 25: | ||
|cons= | |cons= | ||
*Scythe normals are quite slow, unsafe on whiff, and greatly extend his hurtbox. | *Scythe normals are quite slow, unsafe on whiff, and greatly extend his hurtbox. | ||
*Slow | *Slow reversal action. | ||
*Precise Aim is his only air combo ender, | *Precise Aim is his only air combo ender, limiting his routing with assists. | ||
}} | |||
</div> | |||
| | {{card|width=4 | ||
| | |header=EXS of Greed: Snatcher | ||
|content= | |||
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. | 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: | 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 Rusty Nails ({{clr|1|5AAAA}} and {{clr|5|6P}}) | ||
* All versions of Assimilation (5BBB and 214X) | * All versions of Assimilation ({{clr|2|5BBB}} and 214X) | ||
* Mortal Slide - Divest | * Mortal Slide - Divest | ||
Line 39: | Line 45: | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|5A}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
< | |input=5A,5AA,5AAA,5AAAA | ||
|versioned=input | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
= | |||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | * Throw cancelable. | ||
Line 76: | Line 59: | ||
* Lightly pushes airborne opponents away. | * Lightly pushes airborne opponents away. | ||
5AA is mostly used as combo and pressure filler. Only -1 on block, making this his safest ground attack and the best point to reset pressure. | {{clr|1|5AA}} is mostly used as combo and pressure filler. Only -1 on block, making this his safest ground attack and the best point to reset pressure. | ||
---- | ---- | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Launches opponents away on hit. | * Launches opponents away on hit. | ||
5AAA has good reach and damage but is very unsafe on block. Avoid using this move in blockstrings. | {{clr|1|5AAA}} has good reach and damage but is very unsafe on block. Avoid using this move in blockstrings. | ||
---- | ---- | ||
* Hits 3 times. Drains 2.5% of opponent's meter per hit and gains 1% meter per hit. | * Hits 3 times. Drains 2.5% of opponent's meter per hit and gains 1% meter per hit. | ||
Line 87: | Line 70: | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
5AAAA 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. | {{clr|1|5AAAA}} has very long disjointed range, is safe on block, and is a natural frame-trap from {{clr|1|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. | ||
}} | |||
===<big>5B</big>=== | ===<big>{{clr|2|5B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=5B,5BB,5BBB | |||
|versioned=input | |||
|description= | |||
{{ | |||
| | |||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Knocks down on hit. | * Knocks down on air hit. | ||
5B 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. | {{clr|2|5B}} 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. | ||
---- | ---- | ||
* Shade Harvest follow-up is only done on hit. | * Shade Harvest follow-up is only done on hit. | ||
Line 127: | Line 92: | ||
* 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. | ||
Gordeau | Gordeau reaches out with his scythe and, if his attack connects against 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, which is an upward swing with the scythe that launches away on hit. | ||
---- | ---- | ||
* Hits 2 times. First hit is a command grab, second hit drains 5% of opponent's meter, gains 10% meter. | * 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. | * Can only be used if Shade Harvest ({{clr|2|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. | * Opponent is invincible to all other attacks until Gordeau releases them. | ||
* Opponents cannot burst during a throw. | * Opponents cannot burst during a throw. | ||
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. | 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 {{clr|2|5BB}} if {{clr|2|5B}} hit at near max range. | ||
}} | |||
===<big>{{clr|3|5C}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
|input=5C | |||
|description= | |||
* Airborne on frame 7. | * Airborne on frame 7. | ||
* Knocks down airborne opponents. | * Knocks down airborne opponents. | ||
Line 161: | Line 114: | ||
* Follow-up damage, meter gain, oki, and timing changes if partner is available. | * 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. | While most characters generally only use {{clr|3|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 ({{clr|1|j.A}} and {{clr|2|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 {{clr|3|5C}} to mix-up opponents. His is an assault style {{clr|3|5C}}, meaning its safe on block but has longer start-up than normal {{clr|3|5C}}'s. | ||
'''Note: This move still whiffs on Yumi.''' Top Tier Privileges, am I right? | '''Note: This move still whiffs on Yumi.''' Top Tier Privileges, am I right? | ||
}} | |||
===<big>{{clr|1|2A}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
|input=2A | |||
|description= | |||
* Jump cancelable. | * Jump cancelable. | ||
* Throw cancelable. | * Throw cancelable. | ||
* Can cancel into itself up to three times. | * Can cancel into itself up to three times. | ||
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. | Primarily used to interrupt an opponent's pressure or enact his own stagger pressure. Can be whiffed on purpose after some normals like {{clr|2|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. | ||
}} | |||
===<big>2B</big>=== | ===<big>{{clr|2|2B}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2B | |||
|description= | |||
{| | |||
| | |||
| | |||
= | |||
* Hits 2 times. First hit is a low, second hit launches on hit. | * Hits 2 times. First hit is a low, second hit launches on hit. | ||
* Jump cancelable on hit, on either hit. | * Jump cancelable on hit, on either hit. | ||
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. | 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. | ||
}} | |||
===<big>2C</big>=== | ===<big>{{clr|3|2C}}</big>=== | ||
{{BBTag Move Card|game=BBTag | |||
|input=2C | |||
|description= | |||
{| | |||
| | |||
| | |||
= | |||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
* Launches on hit. | * Launches on hit. | ||
Line 233: | Line 153: | ||
Travels a third of the screen, shrinks his hurtbox, and has tons of active frames, making this a good move to use in neutral. | Travels a third of the screen, shrinks his hurtbox, and has tons of active frames, making this a good move to use in neutral. | ||
}} | |||
===<big>{{clr|1|j.A}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.A | |||
|description= | |||
* Hits 2 times. | * Hits 2 times. | ||
* Double jump cancelable. | * Double jump cancelable. | ||
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. | 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 {{clr|2|j.B}} for jump-ins instead. | ||
}} | |||
===<big>{{clr|2|j.B}}</big>=== | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.B | |||
|description= | |||
* Double jump cancelable. | * Double jump cancelable. | ||
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. Can be used for fuzzies. | 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. Can be used for fuzzies. | ||
}} | |||
===<big>{{clr|3|j.C}}</big>=== | |||
{{InputBadge|Mortal Glide}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=j.C | |||
|description= | |||
* Launches on hit. | * Launches on hit. | ||
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. | 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 {{clr|1|5A}} for a full conversion. Unsafe on block no matter what height its done at so never use this move in blockstrings. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 307: | Line 193: | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=BC | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
| | |||
== | |||
* If Gordeau isn't near an opponent, he will dash a short distance then grab. | * 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. | * 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. | * Wall bounces mid-screen, wall sticks for 60 frames in corner. | ||
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. | 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 {{clr|2|5B}} and {{clr|3|5C}}), specials (not {{clr|1|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. | ||
}} | |||
===<big>Aim Opening/Precise Aim</big>=== | ===<big>Aim Opening/Precise Aim</big>=== | ||
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=AD,j.AD | |||
|versioned=input | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
{{ | |||
| | |||
= | |||
* Ground version starts with Aim Opening, air version goes directly into Precise Aim. | * 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. | * Follow-up attack is only done if Precise Aim hit the opposing point character at least once. | ||
Line 359: | Line 218: | ||
* 5% minimum damage. (Ground) 60 + (15 X 6) + 80 = 240. (Air) (35 X 6) + 50 = 260. | * 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. | Old {{clr|2|22B}} into {{clr|2|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. | ||
}} | |||
===<big>Cross Burst</big>=== | |||
{{InputBadge|(While being attacked) {{clr|5|5P}}+{{clr|4|D}} (Air OK)}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=Burst | |||
|description= | |||
Unlike most Cross Bursts, Gordeau only attacks once he lands, rather than striking from mid-air. This changes the possibilities of whiffing with it, as bursting in while being combo'd from too high in the air will guarantee a whiffed burst, but bursting against fast-falling attacks such as Yang {{clr|3|j.C}} and Kanji {{clr|1|j.236A}} will still punish them, unlike most other bursts in the game which will track to the incorrect vertical positioning. | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
===<big>Grim Reaper</big>=== | ===<big>Grim Reaper</big>=== | ||
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236A,236B | |||
|versioned=input | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
{{ | |||
| | |||
= | |||
* Hits 2 times. | * Hits 2 times. | ||
* Launches opponents away on hit. | * Launches opponents away on hit. | ||
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. | Gordeau spins with his scythe twice. Used in neutral alongside an assist to force opponents to block. Can link into {{clr|1|5A}} or {{clr|2|2B}} in the corner. | ||
---- | ---- | ||
* Hits 4 times. | * Hits 4 times. | ||
Line 396: | Line 250: | ||
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. | 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. | ||
}} | |||
===<big>Assimilation</big>=== | ===<big>Assimilation</big>=== | ||
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214A,214B | |||
|versioned=input | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
{{ | |||
| | |||
* Hits 2 times. First hit is a command grab, second hit drains 2.5% of opponent's meter and gains 5% meter. | * 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. | * Works against standing or crouching point characters, even in hitstun. | ||
Line 434: | Line 274: | ||
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. | 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. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
===<big>EX Grim Reaper</big>=== | ===<big>EX Grim Reaper</big>=== | ||
{{InputBadge|{{clr|3|236C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236C | |||
|description= | |||
{| | |||
{{ | |||
| | |||
| | |||
* Hits 6 times. | * Hits 6 times. | ||
* Launches opponents away on hit. | * Launches opponents away on hit. | ||
Gordeau spins with his scythe 6 times. Has massive range, damage, and travel distance. Used for optimal damage combos when assists are available. | Gordeau spins with his scythe 6 times. Has massive range, damage, and travel distance. Used for optimal damage combos when assists are available. | ||
}} | |||
===<big>EX Assimilation</big>=== | ===<big>EX Assimilation</big>=== | ||
{{InputBadge|{{clr|3|214C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214C | |||
|description= | |||
{| | |||
{{ | |||
| | |||
| | |||
= | |||
* Hits 4 times. First hit is a command grab, fourth hit drains 5% of opponent's meter and gains 5% meter. | * 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. | * Works against the opponent's point character in any state, even in hitstun. | ||
* Opponent is invincible to all other attacks until Gordeau releases them. | * Opponent is invincible to all other attacks until Gordeau releases them. | ||
* Opponents cannot burst during a throw. | * Opponents cannot burst during a throw. | ||
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. | 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. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
===<big> | ===<big>{{clr|5|5P}} </big>=== | ||
{{InputBadge|Grim Reaper}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=5P | |||
|description= | |||
* Hits 2 times. | |||
< | * Launches opponents away on hit. | ||
</ | |||
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. | |||
{| | }} | ||
{{ | |||
| | |||
===<big>{{clr|5|6P}}</big>=== | |||
| | {{InputBadge|Rusty Nail}} | ||
{{BBTag Move Card|game=BBTag | |||
|input=6P | |||
|description= | |||
* Hits 3 times. | * Hits 3 times. | ||
* Drains 2.5% of opponent's meter per hit, gains 1% meter per hit. | * Drains 2.5% of opponent's meter per hit, gains 1% meter per hit. | ||
Line 513: | Line 332: | ||
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. | 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. | ||
}} | |||
===<big>{{clr|5|4P}} </big>=== | |||
{{InputBadge|Aim Opening}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=4P | |||
|description= | |||
* Hits once. | * Hits once. | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
Line 559: | Line 345: | ||
This move may be a tad situational, but it gives you a hard knockdown that makes combo extension a breeze. | This move may be a tad situational, but it gives you a hard knockdown that makes combo extension a breeze. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 566: | Line 352: | ||
==Distortion Skills== | ==Distortion Skills== | ||
===<big>Mortal Slide - Divest</big>=== | ===<big>Mortal Slide - Divest</big>=== | ||
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=236BC | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
| | |||
== | |||
* Only does follow-up attacks if the first hit connected against the opponent's point character. | * 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. | * Follow-up attacks can only hit the opponent's point character. | ||
Line 589: | Line 362: | ||
* Fifth hit (Seventh in RB) drains 5% of opponent's meter, gains 10% meter. | * Fifth hit (Seventh in RB) drains 5% of opponent's meter, gains 10% meter. | ||
* Final hit launches opponents away (knocks down in RB). | * Final hit launches opponents away (knocks down in RB). | ||
On block, the opponent will be dragged towards Gordeau, and he will no do any other hits. 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. | On block, the opponent will be dragged towards Gordeau, and he will no do any other hits. 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. In the corner, Gordeau is able to get situational IAD safejumps afterward. 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. | ||
'''Safejump Details:''' | |||
* Does NOT work on characters with counter DPs like Yosuke, so you'd have to empty jump it. | |||
* Does NOT work on characters with guard point DPs like Kanji. You can also opt for different oki for these fellas. | |||
Special cases: | |||
* Ragna DP has too much of an arc so if he whiffs completely on neutral/back techs, but if he does forward tech DP, you just lose that interaction. | |||
* Susano'o and Ruby can forward tech past you but you still have time to block their DP. | |||
* Gordeau and Hilda can be kept same side if you opt for IAD+button, otherwise they tech past. | |||
* Waldstein's case is that you go past him and it just whiffs, so just don't run into him after going over if they DP | |||
[https://youtu.be/UkV04SJiXVc Examples Video] | |||
}} | |||
===<big>Turbulence</big>=== | ===<big>Turbulence</big>=== | ||
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=214BC | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
| | |||
== | |||
* Becomes full invulnerable for the duration of the super if the opponent's point character is hit. | * Becomes full invulnerable for the duration of the super if the opponent's point character is hit. | ||
* Final attack wall bounces, all other launch opponents on hit. | * Final attack wall bounces, all other launch opponents on hit. | ||
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. Most characters are also able to low profile the spinning hits by crouching and using crouching attacks. | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
===<big>Turbulence</big>=== | ===<big>Turbulence</big>=== | ||
{{InputBadge|{{clr|5|P}} during Main Character's Distortion Skill }} | |||
{{BBTag Move Card|game=BBTag | |||
|input=Distortion Skill Duo | |||
|description= | |||
{| | |||
| | |||
| | |||
* Identical to Gordeau's solo version of Turbulence except it deals slightly higher minimum damage. | * Identical to Gordeau's solo version of Turbulence except it deals slightly higher minimum damage. | ||
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. | 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. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
===<big>Soul Vanish/Soul Exodus</big>=== | ===<big>Soul Vanish/Soul Exodus</big>=== | ||
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBTag Move Card|game=BBTag | |||
|input=222BC | |||
|description= | |||
{| | |||
{{ | |||
{{ | |||
| | |||
== | |||
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | * Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining. | ||
* Invincible on start-up. | * Invincible on start-up. | ||
Line 678: | Line 420: | ||
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. | 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. | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Colors== | ||
*[https://blazblue.wiki/wiki/Gordeau#Palettes Color Palettes on https://blazblue.wiki] | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|BBTag|Gordeau|size=36px}}</center> | ||
{{BBTag/CharacterLinks}} | |||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | |||
{{BBTag/Navigation}} |
Latest revision as of 04:59, 13 December 2023
The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.
We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.Overview
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.
Health |
18,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Fastest Attack |
2A (8F) |
Reversals |
A+D (21F) 236B+C (13F) 214B+C (13F) |
- Ludicrous range on his scythe normals.
- Reverse beat allows him to confirm most hits into a full combo or blockstring.
- Excellent anti-air options in 2B
- 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 reversal action.
- Precise Aim is his only air combo ender, limiting his routing with assists.
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
Normal Moves
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 9 | 4 | 20 | -7 | B | |
5AA | 1500 | All | 10 | 2 | 16 | -1 | B | |
5AAA | 1700 | All | 13 | 12 | 22 | -15 | B | |
5AAAA | 900×3 | All | 19 | 1,1,2 | Total 50 | -9 | P1 |
- Jump cancelable.
- Throw cancelable.
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.
- Jump cancelable on hit.
- Throw cancelable.
- Lightly pushes airborne opponents away.
5AA is mostly used as combo and pressure filler. Only -1 on block, making this his safest ground attack and the best point to reset pressure.
- Jump cancelable on hit.
- Launches opponents away on hit.
5AAA has good reach and damage but is very unsafe on block. Avoid using this move in blockstrings.
- 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.
5AAAA 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.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 75 |
5AAAA | 4 | 80 | 85 |
5A:
5AA:
5AAA:
5AAAA:
- Drains 2.5% of opponent's meter per hit, gains 1% meter per hit
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1700 | All | 19 | 2 | 42 | -25 | B | |
5BB | 1000, 900 [1000] | All | 13 | 4(8)2 [4, 3] | 33 [20] | -16 [-4] | B | |
5BBB | 800, 1500 | Throw | 16 | 1 | 33 | T |
- Jump cancelable on hit.
- Knocks down on air hit.
5B 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.
- 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.
Gordeau reaches out with his scythe and, if his attack connects against 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, which is an upward swing with the scythe that launches away on hit.
- 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.
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.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 100 | 85 |
5BB | 4 | 100 | 75 |
5BBB | 4 | 100 | 100 |
5B:
- Whiffs on airborne opponents whose character origin is above Gordeau's head
5BB:
- Values in [] are when first hit does not connect on opponent's point character
5BBB:
- Can only be used if hit version of 5BB's second hit is a hit
- Drains 5% of opponent's meter, gains 10% meter
- Crumple Duration 29F, Crumple Fall 24F
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | H |
- 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.
Note: This move still whiffs on Yumi. Top Tier Privileges, am I right?
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 8 | 2 | 19 | -9 | F |
- Jump cancelable.
- Throw cancelable.
- Can cancel into itself up to three times.
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.
Level | P1 | P2 |
---|---|---|
2 | 100 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1100×2 | Low, All | 9 | 3(5)6 | 33 | -20 | F, B | 7~16 H |
- Hits 2 times. First hit is a low, second hit launches on hit.
- Jump cancelable on hit, on either hit.
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.
Level | P1 | P2 |
---|---|---|
4 | 90 | 85, 75 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 13 | 10 | 30 | -12 | F |
- Jump cancelable on hit.
- Launches on hit.
- Enters recovery on hit or block.
Travels a third of the screen, shrinks his hurtbox, and has tons of active frames, making this a good move to use in neutral.
Level | P1 | P2 |
---|---|---|
4 | 90 | 75 |
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1600×2 | High | 8 | 2(7)2 | 15 | H |
- Hits 2 times.
- Double jump cancelable.
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.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Enters recovery on hit or block
- On hit, recovery is always 31 frames, even if the hit was meatied
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | High | 10 | 4 | 22 | H |
- Double jump cancelable.
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. Can be used for fuzzies.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
j.C
Mortal Glide
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1900 | All | 13 | 3 | Until L+12 | -9 at best | H |
- Launches on hit.
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.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 500, 1500 | Throw | 7~30 | 3 | 23 | T |
- 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.
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.
Level | P1 | P2 |
---|---|---|
0, 3, 4 | 100 | 50 |
- Minimum damage 2000
Aim Opening/Precise Aim
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 1200, 300×6, 1800 | Air Unblockable, All×7 | 21 | 4(9)2,2,3,3,3 [(11)5] | 12+22L [44] | -37 | B, H | 1~26 All |
j.AD | 700×6, 1000 | All | 10 | 2,2,3,1,2,4 [(Until L)5] | Until L+16L [46] | H | 1~13 All |
- 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.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 4, 2×6, 4 | 80 | 60 |
j.AD | 2×6, 4 | 80 | 60 |
AD:
- Performs final attack on hit only
- Minimum Damage 60, 15×6, 90 (240)
j.AD:
- Performs final attack on hit only
- Minimum Damage 35×6, 50 (260)
Cross Burst
(While being attacked) 5P+D (Air OK)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 0+8 | 5 | 28 | -16 | H | 1~10 All |
Unlike most Cross Bursts, Gordeau only attacks once he lands, rather than striking from mid-air. This changes the possibilities of whiffing with it, as bursting in while being combo'd from too high in the air will guarantee a whiffed burst, but bursting against fast-falling attacks such as Yang j.C and Kanji j.236A will still punish them, unlike most other bursts in the game which will track to the incorrect vertical positioning.
Level | P1 | P2 |
---|---|---|
3 | 100 | 10 |
Skills
Grim Reaper
236A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 700, 1400 | All | 15 | 14, 3 | 26 | -10 | B | |
236B | 700×3, 1400 | All | 19 | 14,8,15,3 | 32 | -16 | B |
- Hits 2 times.
- Launches opponents away on hit.
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.
- Hits 4 times.
- Launches opponents away on hit.
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.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 4 | 80 | 85 |
236B | 4 | 80 | 85 |
236A:
- Minimum Damage 35, 70 (105)
236B:
- Minimum Damage 35×5, 70 (245)
Assimilation
214A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 800, 1500 | Throw | 11 | 2 | 33 | T | ||
214B | 1000, 1750 | Throw | 7 | 4 | 34 | T | 4~10 H |
- 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.
Used in pressure to mix-up opponents. Requires an assist to convert into a combo. Always provides safe-jump oki.
- 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.
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.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 4 | 100 | 100, 50 |
214B | 4 | 100 | 100, 50 |
214A:
- Drains 2.5% meter, gains 5% meter
- Minimum Damage 40, 75 (115)
- Crumple Duration 29F, Crumple Fall 24F
214B:
- Drains 2.5% meter, gains 5% meter
- Minimum Damage 50, 87 (137)
Extra Skills
EX Grim Reaper
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
700×5, 1400 | All | 13 | 9,6,15,6,15,3 | 29 | -13 | B |
- Hits 6 times.
- Launches opponents away on hit.
Gordeau spins with his scythe 6 times. Has massive range, damage, and travel distance. Used for optimal damage combos when assists are available.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- Minimum Damage 70×5, 140 (490)
EX Assimilation
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800, 1000, 1500 | Throw | 12 | 2 | 25 | T | 1~13 T |
- 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.
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.
Level | P1 | P2 |
---|---|---|
4 | 100 | 100×2, 50 |
- Minimum Damage 80, 100, 150 (330)
- Crumple Duration 29F, Crumple Fall 24F
Partner Skills
5P
Grim Reaper
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
700, 1400 | All | (18)+15 | 14, 3 | 28 | -12 | B |
- Hits 2 times.
- Launches opponents away on hit.
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.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 35, 70 (105)
6P
Rusty Nail
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
900×3 | All | (18)+31 | 1,1,2 | Total (18)+69 | -16 | P |
- Hits 3 times.
- Drains 2.5% of opponent's meter per hit, gains 1% meter per hit.
- Launches opponents on hit.
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.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Drains 2.5% meter per hit, gains 1% meter per hit
- Minimum Damage 45×3 (135)
4P
Aim Opening
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+15 | 3 | 25 | -9 | B |
- Hits once.
- Ground bounces on hit.
This move may be a tad situational, but it gives you a hard knockdown that makes combo extension a breeze.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
Distortion Skills
Mortal Slide - Divest
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×2, 0×2, 1000×2, 2300 [1000, 500×3, 1000×4, 2400] |
All | 1+(55 Flash)+12 | 2(6)2 | 34 | -17 | B | 1~18 All |
- 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).
On block, the opponent will be dragged towards Gordeau, and he will no do any other hits. 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. In the corner, Gordeau is able to get situational IAD safejumps afterward. 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.
Safejump Details:
- Does NOT work on characters with counter DPs like Yosuke, so you'd have to empty jump it.
- Does NOT work on characters with guard point DPs like Kanji. You can also opt for different oki for these fellas.
Special cases:
- Ragna DP has too much of an arc so if he whiffs completely on neutral/back techs, but if he does forward tech DP, you just lose that interaction.
- Susano'o and Ruby can forward tech past you but you still have time to block their DP.
- Gordeau and Hilda can be kept same side if you opt for IAD+button, otherwise they tech past.
- Waldstein's case is that you go past him and it just whiffs, so just don't run into him after going over if they DP
Level | P1 | P2 |
---|---|---|
4 | 80 | 100×6, 60 [100×9, 60] |
- Values in [] are for Enhanced version
- Minimum damage: 200, 280×4, 506 (1826)
- [Minimum damage 200, 135×3, 270×4, 336: 2021]
- When first hit whiffs or is blocked, damage becomes 1000, 2000. Ground hitstun 45F, CH 49. Air untech 45, CH 60
Turbulence
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×8, 4800 [1000×5, 500×10, 1800×3] |
All | 1+(57 Flash)+12 | 3(12)3(11)4(15)6(24)5(9)3(3)2(3)3(15)3 [3(12)3(11)4(15)6(24)5(9)3(3)3,6,5,4×5,5(7)1×3] |
34 | -16 [-14] | B | 1~17 All |
- Becomes full invulnerable for the duration of the super if the opponent's point character is hit.
- Final attack wall bounces, all other launch opponents on hit.
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. Most characters are also able to low profile the spinning hits by crouching and using crouching attacks.
Level | P1 | P2 |
---|---|---|
5 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum damage: 100×8, 1056 (1856)
- [Minimum damage: 100×5, 50×10, 360×3 (2080)]
- Becomes full invul for duration if it hits the opponent point
Distortion Skill Duo
Turbulence
P during Main Character's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
240×5, 40×3, 680 [200×5, 35×10, 200×2, 750] |
All | 1+(98 Flash)+1 | 3(12)3(11)4(15)6(24)5(9)3(3)2(3)3(15)3 [3(12)3(11)4(15)6(24)5(9)3(3)3,6,5,4×5,5(7)1×3] |
34 | -14 | B | 1~6 All |
- Identical to Gordeau's solo version of Turbulence except it deals slightly higher minimum damage.
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.
Level | P1 | P2 |
---|---|---|
5 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2000 [2500]
- Becomes full invul for duration if it hits the opponent point
Astral Heat
Soul Vanish/Soul Exodus
222B+C when Astral Conditions are met
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
8000, 4000×3, 30000 | All | 1+(92 Flash)+15 | 7 | 28 | -34 | B | 1~21 All |
- 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.
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.
Level | P1 | P2 |
---|---|---|
5 | 100 | 100 |
- Minimum damage 50000
Colors