BBTag/Gordeau/Frame Data

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System Data[edit]

Health:18,000
Prejump:4F
Backdash:22F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5A 1500 All 9 4 20 -7 B - 100 80 CSTJP 3 16 17 17 22 31 11 +0 +2 -
5AA 1500 All 10 2 16 -1 B - 100 80 CST(J)P 3 16 19 19 24 33 11 +0 +2 -
5AAA 1700 All 13 12 22 -15 B - 100 75 CS(J)P 4 18 Launch 30 Launch 45 12 +0 +5 -
5AAAA 900*3 All 19 1,1,2 Total 50 -9 P1 - 80 85 (Once) P 4 18 30 60 35 75 0/+2 +2 +7 -
  • Drains 2.5% of opponent's meter per hit, gains 1% meter per hit
2A 1000 All 8 2 19 -9 F - 100 75 CSTJP 2 13 14 14 18 26 10 +0 +1 -
5B 1700 All 19 2 42 -25 B - 100 85 CS(J)P 4 18 19 22 + Down 23 24 37 + Down 23 12 +0 +5 -
  • Whiffs on airborne opponents whose character origin is above Gordeau's head
5BB 1000, 900 [1000] All 13 4(8)2 [4, 3] 33 [20] -16 [-4] B - 100 75 (Once) P, CS(J)P [SP] 4 18 19, Launch 26, 35 [26] 34, Launch 41, 50 [41] 12, 15 +0 +5 -
  • Values in [] are when first hit does not connect on opponent's point character
5BBB 800, 1500 Throw 16 1 33 - T - 100 100 - 4 18 Crumple 47 Stand - - - 0, 1 - -
  • Can only be used if hit version of 5BB's second hit is a hit.
  • Drains 5% of opponent's meter, gains 10% meter
2B 1100*2 Low, All 9 3(5)6 33 -20 F, B 7~16 H 90 85 CS(J)P 4 18 19 19, 24 24 34, 39 12 +0 +5 -
5C 800+ High 26 3 18 -4 H - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 13 10 30 -12 F - 90 75 S(J)P 4 18 Launch 26 Launch 41 12 +0 +5 -
  • Enters recovery on hit or block
  • On hit, recovery is always 31 frames, even if the hit was meatied.
j.A 1600*2 High 8 2(7)2 15 - H - 80 80 SJP 3 16 17 17 22 31 11 +0 +2 -
j.B 1800 High 10 4 22 - H - 80 85 SJP 4 18 19 19 24 34 12 +0 +5 -
j.C 1900 All 13 3 Until L+12 - H - 80 85 SJP 4 18 Launch 37 Launch 52 12 +0 +5 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 500, 1500 Throw 7~30 3 23 - T - 100 50 (Once) S 0, 3, 4 - Launch 35, 60 + WBounce 60 - - - 0 - -
  • 100% minimum damage (2000)
  • Wallsticks for 60f in corner
Precise Aim
Reversal Action
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 80 60 (Once) - 4, 2*6, 4 18, 13*6, 18 Launch 28, 30*3, 25, 30*3 Launch 43, 42*3, 37, 42*3 7, 1*6 7, 1*7 +5, +1*7 -
  • Performs final attack on hit only
Air Precise Aim
Reversal Action
700*6, 1000 All 10 2,2,3,1,2,4 [(Until L)5] Until L+16L [46] - H 1~13 All 80 60 (Once) - 2*6, 4 13*6, 18 Launch 60 + Down 23*6, 26 + Down 23 Launch 72 + Down 23*6, 41 + Down 23 1*6 1*6, 12 +1*6, +5 -
  • Performs final attack on hit only
Cross Burst 1500 All 0+8 5 28 -16 H 1~10 All 100 10 - 3 16 Launch ? + Down 23 Launch ? + Down 23 11 11 - -

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Grim Reaper
236A
700, 1400 All 15 14, 3 26 -10 B - 80 85 (Once) P 4 18 Launch 60 Launch 75 1, 12 +0 +5 -
B Grim Reaper
236B
700*3, 1400 All 19 14,8,15,3 32 -16 B - 80 85 (Once) P 4 18 Launch 60 Launch 75 1*3, 12 +0 +5 -
A Assimilation
214A
800, 1500 Throw 11 2 33 - T - 100 100, 50 - 4 - Crumple 47 - - - - 0, 1 - -
  • Drains 2.5% meter, gains 5% meter
B Assimilation
214B
1000, 1750 Throw 7 4 34 - T 4~10 H 100 100, 50 - 4 - - 40 - - - 0, 1 - -
  • Drains 2.5% meter, gains 5% meter

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Grim Reaper
236C
700*5, 1400 All 13 9,6,15,6,15,3 29 -13 B - 80 85 (Once) - 4 18 Launch 60 Launch 75 1*5, 12 +0 +5 -
EX Assimilation
214C
800, 1000, 1500 Throw 12 2 25 - T 1~13 T 100 100*2, 50 - 4 - Crumple 47 Stand - - - 0*2, 1 - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
6P
Rusty Nail
900*3 All (18)+31 1,1,2 Total (18)+69 -16 P - 70 85 (Once) - 4 18 Launch 30 - - 0/+2 +2 - -
  • Drains 2.5% meter per hit, gains 1% meter per hit
5P
Grim Reaper
700, 1400 All (18)+15 14, 3 28 -12 B - 70 85 (Once) - 4 18 19, Launch 40 - - 1, 12 +0 - -
4P
Aim Opening
1700 All (18)+15 3 25 -9 B - 70 85 - 4 18 Launch 40 + GBounce + Down 23 - - 12 +0 +5 -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Mortal Slide Divest
236B+C
1000*2, 0*2, 1000*2, 2300 <1000, 2000>
[1000, 500*3, 1000*4, 2400 <1000, 2000>]
All 1+(55 Flash)+12 2(6)2 34 -17 B - 80 100*6, 60
[100*9, 60]
- 4 18 Launch <45> 70*4 [*6], 60*3 [*3, 60 + Down 23] <45> <49> <60> 5, 12 5*2 [*4], 0*2, 15*3 [*4] - -
  • Values in [] are for Enhanced version
  • Values in <> are for whiffed or blocked first hit
  • Minimum damage: 200, 280*4, 506 (1826)
  • [Minimum damage 200, 135*3, 270*4, 336: 2021]
Turbulence
214B+C
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 80 60 (once) - 5 20 Launch 60*8 [*15], WBounce 60 [*3] - - 5*3, 13, 0, 1*3, 30
[5*13, 13, 0, 1*10, 3*2, 30]
- - -
  • 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
Turbulence
Distortion Skill Duo
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 100 100 - 5 20 Launch 60*8 [*15], WBounce 60 [*3] - - 5*3, 13, 0, 1*3, 30
[5*13, 13, 0, 1*10, 3*2, 30]
- - -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]
  • Becomes full invul for duration if it hits the opponent point

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Soul Vanish/Soul Exodus
222B+C
8000, 4000*3, 30000 All 1+(92 Flash)+15 7 28 -14 B 1~21 All 100 100 - 5 20 - - - - 0 - - -
  • Minimum damage 100% (50000)

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Jump[-], Special, Super
5AAAA - - - -
2A[3] 2A[+] - 5C Reverse Beat, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special Super
5BB - 5BBB[-] 5C Reverse Beat, Jump[-], Special, Super
5BBB - - - -
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A - - - Reverse Beat, Jump, Special
j.B - - - Reverse Beat, Jump, Special
j.C - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.

Sources[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Gordeau/Data.