Under Night In-Birth/UNIEL/Gordeau

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Gordeau

Introduction

Pre-Match Character Description:

The harvester desires. Harvesting everything to satisfy his own deepest desire.
Wishing for a tribute for his old friend. A gift for the old friend.
Flying high, looking out on the far horizon, pursue through the long time.
Aiming at the infinite fruits. He sharply raises the sickle.

Story

Unique Trait/Health

Gordeau has the only move in the game which can steal GRD from the opponent.
Assimilation: Steals grid from the opponent on successful command throw.
Health: 10,500

Gameplay

Overview


Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 6 2 12 -1 Sp,EX,CS L -

Low kick. Gordeau's fastest normal and works like many standing light kicks in other fighters.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
160 7 2 13 -3 Se,Sp,EX,CS HL -

Crouches and does a jab. Longer reach than 5A and can be rapid-fired. Standard pressure tool.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 9 4 17 0 Sp,EX,CS HL -

Steps forward and punches the opponent's stomach area. Short reach.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
490 8 3 17 -4 Sp,EX,CS L -

Forward low kick with a decent reach. Standard crouching medium kick normal.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
690 16 6 38 -26 Sp,EX,CS HLA -

Steps forward to slam his scythe down. Has a long reach, but is air-blockable.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
950 35 17 42 -30 Sp,EX,CS H -

Same as 5C, but overhead if fully charged.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
350,420 8 3 33 -10 Sp,EX,CS HL -

Swings his scythe right above him in an outward arc. Useful anti-aerial and works to get the opponent airborne during a combo.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 4 X+2 Varies Sp,EX,CS H/AS -

Punches downwards. Standard air-to-ground light punch attack.

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
250,350 8 2*2 X+3 Varies Sp,EX,CS H/AS -

Two horizontally long forward kicks. Decent air-to-air and air-combo filler.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610 13 4 X+4 Varies Sp,EX,CS H/AS -

An aerial ax kick laced with darkness.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
750 21 5 X+4 Varies Sp,EX,CS H/AS -

Same as j.C, fully charged version slams the opponent to the ground making it possible to continue the combo.


Command Normals

6B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 27 5 16 -3 Sp,EX,CS H -

Steps forward and punches down. Hits overhead. Can be cancelled to specials on hit.


3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
610 11 10 13 +4 to -5 (Sp),(EX),(CS) L -

Sliding kick with long reach. Move stays active for a long period of time and sweeps on hit. Cannnot be cancelled on block.


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
660 10 2 12 -2 Sp,EX,CS HL -

Yakuza kick. Safe move even if guarded.


66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
980 11 12 12 +2 to -8 Sp,EX,CS HL -

Tackles the opponent with a shoulder charge. Causes wallbounce if the move hits. Cancellable on block.


Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1221 26 4*2 25 -1 (CS) HL -

Uses his claws for three long slashes. Move has a long hitbox, but it can be dodged by crouching right in front of Gordeau. Crumples on hit, making it easy to follow-up.

  • Frame data note: Hits 2 and 3 are simultaneous, so the active duration of the move is just hits 1 and hits 2, 4 frames each.
Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1390 5 1 22 Normal: +19 (combo stun)
[2]: +6 (combo stun)
- UNB -

Grabs the opponent in a one-handed hold, chokes them with a single grasp, and then throws them towards the edge of screen with an underhanded throw. Can combo in corner.

Additionally Gordeau can also drop the opponent right before him by holding 2 during the throw, can combo from this state.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.


Special Moves

Mortal Slide
「モータルスライド」

236X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1434 Ground: 16
Air: 7
4 Ground: 25
Air: X+9
Ground: -3
Air: -10
Ground: Sp,EX,CS
Air: EX,CS
HL -

Swings his scythe forward to catch the opponent. Sends the opponent airborne on hit if the command for follow-up isn't inputted. Fast start-up and can be comboed from 5C.

  • The air versions have no follow-ups. It is, however, air unblockable and air unshieldable.
  • Frame data note: If you do no follow-up, the opponent is pushed away on blockstun, but you have slightly more advantage. Alternatively, you do the follow-up (Shade Harvest) and pull them inward at the cost of some advantage.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1434 Ground: 22
Air: 7
4 Ground: 27
Air: X+9
Ground: -5
Air: -19
Ground: Sp,EX,CS
Air: EX,CS
HL -

Slower then A version causing a slight variation in combo paths. Has longer reach.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2039 14 Ground: 2*2
Air: 9
Ground: 34
Air: X+9
Ground: +5
Air: +8
(CS) HL -

EX version locks to the opponent and does a combination of Gordeau launching the opponent and following up with a midair Assimilation, a kick afterwards, and an aerial Mortal Slide to end.

Shade Harvest
「シェイドハーベスト」

236X
After Mortal Slide
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
799 9 2 27 -6 Sp,EX,CS HL -

Follow-up for the ground version. The button used has no effect on the move's properties. Swings the scythe back dragging the opponent right before Gordeau. Can be comboed with normals on hit.

Assimilation
「アシミレイション」

236X
After Shade Harvest
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1600 16 4 30 +14 (combo stun) (CS) UNB -

Shade Harvest's follow-up. Same move as his special Assimilation. Grabs the opponent, absorbs 1 GRD block and forces them down. Does a little more damage than the normal one.

Grim Reaper
「グリムリーパー」

623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1345 15 6*2 31 -6 EX,CS HL -

Moves forward while doing a really big spinning swing with his scythe. Second swing causes wall bounce. Works as an excellent anti-aerial since the move is aerial unblockable. Slow startup but fast recovery.

  • 623A is whiff cancellable, allowing you to follow-up with 236C to make it safe provided you have meter.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1415 9 6*2 40 -15 EX,CS HL -

Starts up faster then A version but with longer recovery.

  • 623B is whiff cancellable, allowing you to follow-up with 236C to make it safe provided you have meter.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2074 7 6*4 73 -18 (CS) HL -

EX version has some invincibility. In the EX version Gordeau does four swings instead of two.

Assimilation
「アシミレイション」

214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1400 12 2 25 +14 (combo stun) (CS) UNB -

Command grab where Gordeau uses his free hand to dig into the opponent and rips out a part of their soul, which absorbs 1/2 GRD block. Move can't be followed without Chain Shift and does lower damage than Gordeau's normal grab, but has longer reach than his normal grab.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1500 8 4 27 +13 (combo stun) (CS) UNB -

An anti-aerial version of Assimilation. Opponent can recover sooner then A or EX version.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1600 12 2 25 +28 (combo stun) (CS) UNB -

EX version's start-up has some invincibility. If EX version is used the opponent can't use roll to recover.

Aim Opening
「エイムオーペニング」

22X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 550 21 3 15 +7 EX,CS HL -

Slams the top of the scythe on the ground.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1484 14 4 (last hit) 84
Landing: 48
-9
(22F gap before overhead)
EX,CS H -

After the scythe hits the ground Gordeau picks it back up to continue witn an aerial swing. Last hit is overhead.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2005 10 5 (last hit) 113
Landing: 45
-23 (CS) H -

EX version has invincibility and its final slash is air-unblockable.


Infinite Worth

Turbulence
「タービュランス」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3095 13 3 (last hit) 131 -4
(13F gap before 2nd scythe swing)
- HLA -

Twirls the scythe around after four quick slashes. First slash has a horizontally wide reach so it is pretty easy to combo into. Move also has good invincibility and a wallbounce at the end if the last hit connects.


Infinite Worth EXS

Soul Vanish
「ソウルヴァニッシュ」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3623 16 3 49 -26 - HLA -

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.


Combos

BASIC COMBOS

5A>5B>5C>236A>236A>236A

2B>5B>5C>3C>2B>3C>2C>Charged j.C

5C>236A>236A>2B>2C>j.B>j.C>5B>214B

MID-SCREEN

  • 5A Starter

5A>5B>2B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

  • 2A Starter

2A (Up to 3 times)>5B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

  • 5B Starter

5B>2B>5C>3C>236A>236A>3C>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

5B>2B>5C>3C>236A>236A>3C>2C(1)>j.B>j.C>3C>236A>236A>236A

  • 2B Starter

2B>5B>2C(1)>5C>3C>236B>236B>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

2B(Hit with the tip)>5C>3C>236A>236A>3C>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

  • 2C Starter

2C>j.B>j.C>3C>2B>Delay 3C>3C>236A>236A>236A

2C>Charged j.C>(3C>)>236A>236A>2C>236B>236B>236B

2C>5A (Whiff)>5B>j.B>j.C>3C>2B>Delay 3C>3C>236A>236A>236A

  • 3C Starter

3C>236A>236A>2B>5C>j.B>j.C>3C>236B>236B>236B

3C>2B>3C>236A>236A>2B>5C>j.B>j.C>3C>236A>236A>236A

  • 6B Starter

6B>22A>2B>236A>236A>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

6B>22A>3C>2B>5C>j.B>j.C>3C>236A>236A>236A

  • Assault Starter

Assault j.C>5A>5B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

Assault j.C>5B>2B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

  • Mortal Slide Starter

236A/B>236A/B>3C>2C>Charged j.C>3C>236A>236A>236A

236A/B>236A/B>3C>2B>5C>j.B>j.C>3C>236A>236A>236A

  • Grim Reaper Starter

623A/B/C (Chain Shift)>(Dash)>j.B>j.C>5B>236B>236B>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

623A/B/C (Chain Shift)>(Dash>j.B>j.C>3C>236A>236A>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

623A/B/C (Chain Shift)>(Dash)>j.B>j.C>5B>236B>236B>2B>5C>j.B>j.C>3C>236A>236A>236A

623A/B/C (Chain Shift)>(Dash)>j.B>j.C>3C>236A>236A>2B>5C>j.B>j.C>3C>236A>236A>236A

623A/B (Aerial hit)>22C>(Dash)>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

623A/B (Aerial hit)>22C>(Dash)>2B>5C>j.B>j.C>3C>236A>236A>236A

  • A or EX Assimilation Starter

214A/C (Chain Shift)>5C>3C>236A>236A>2B>5C>j.B>j.C>3C>236B>236B>236B

214A/C (Chain Shift)>22A>2C>236B>236B>2B>5C>j.B>j.C>3C>236A>236A>236A

  • Throw Starter

Throw (Hold the stick down)>5A>5B>2C>2B>5C>3C>236B>236B>236B (Doesn't work on Linne)

Throw (Hold the stick down)>5A>2C>Charged j.C>3C>236A>236A>236A

  • Notes:

2C>Charged j.C>j.A>j.B drops really easily against Vatista and Chaos. Recommended to use other routes against them.

2B>5C>j.B>j.C>3C often drops against Eltnum. Try to evade using that route.

CORNER COMBOS

  • 5B Starter

5B>2B>5C>236A>236A>Dash C>22A>5B>j.B>j.C>3C>236A>236A>236A

5B>5C>3C>22B>2B>22A>5B>j.B>j.C>3C>236A>236A>236A

  • 2B Starter

2B>5C>3C>22B>2C>22A>5B>j.B>j.C>3C>236A>236A>236A


Filler:

Combo 1: [j.C] > 3C > 236A > 236A > 236A

Combo 2: j.B(2) > j.C > 3C > 236A > 236A > 236A

Combo 3: [j.C] > j.A > j.B(1) > 3C > 236A > 236A > 236A

Combo 4: j.B(2nd hit only) > j.C > j.B(2) > j.C > 5B > 236A > 236A > 236A (might be char specific?)

Combo 5: j.B(2) > j.C > 3C > 2B > 3C > 3C > 236A > 236A > 236A

Starters:

2Ax3 > 2B > 5C > 236A > 236A > 2C > Combo 1

5A > 5B > 5C > 236A > 236A > 2C > Combo 1

(near corner) 5B > 5C > 236A > 236A > dash C > 22A > 5B > Combo 2

2B > 5C > (3C) > 236A > 236A > 3C > 2C(1) > Combo 2

236A > 236A > 2C > Combos 1-4

236A > 236A > 3C > 2B > 5C > Combo 2

(near corner) 236A > 236A > 3C > 22B > 2B > 5C > Combo 2

B+C > 236A > 236A > 2C > Combo 1

Throw (hold 2) > 5A > 2C > Combo 1

Throw (hold 2) > 5A > 5B > 2B > 5C > 3C > 22B > (41236D)

(corner) 22B > 2B > 5C > Combo 2

6B > 22A > 2B > 236A > 236A > 2C > Combo 3

6B > 22A > 3C > 2B > 5C > Combo 2

(near corner) dash C > 22A > 5B > 236A > 236A > 2B > 5C > Combo 2

2C > Combo 5

623A/B > 236C

Chain Shift:

5A > 5B > 5C > 3C > 236A > 236A > 2C > j.%5BC%5D > j.A > j.B(1) > 5B > 22C > CS > Veil Off > 41236D

Throw (hold 2) > 5A > 5B > 2B > 2C > 5C > 3C > 22B > 22C > CS > Veil Off > 41236D

(corner only?) 214A > CS > 22A > 2C(1) > 236A > 236A > 2B > 5C > Combo 2

(side switch combo) 214A > CS > 6D > j.%5BC%5D > 5C > 236A > 236A > 2B > 5C > Combo 2

623A/B > CS > dash j.B(2) > j.C > 5B > 236A > 236A > 2B > 5C > Combo 2

623A/B(only specific version?) > CS > j.B(2) > j.C > 3C > 236A > 236A > 2B > 5C > j.B(2) > j.C > 3C > 22B > (214C)

(near corner) 623A/B > CS > 22A > 3C > 22B > 2B > 5C > j.B(2) > j.C > 3C > 22B > (41236D)

623A/B > 236C > CS > Assault > j.%5BC%5D > dash 2B > 5C > Combo 2

623C > CS > dash j.B(2) > j.C > 5B > 236B > 236B > 2C(2) > Combo 3

(corner) 623C > CS > 22A > 3C > 22B > 2B > 22A > 5B > Combo 2

Colors

Robbery Purple The Baron of Night Poseidon Red Azrael Thunderbird
Gordeau-1.png
Gordeau-2.png
Gordeau-3.png
Gordeau-4.png
Gordeau-5.png
Vampire and Alcohol Lancelot du Lac Bamboo Scythe Season of Harvest Legend Vermilion
Gordeau-6.png
Gordeau-7.png
Gordeau-8.png
Gordeau-9.png
Gordeau-10.png
Scharlachrot Fresco Verde Shadow Vice Emperor of Walnut Mischievous Firefly
Gordeau-11.png
Gordeau-12.png
Gordeau-13.png
Gordeau-14.png
Gordeau-15.png
Turquoise Blue Atonement Blood Golden Summer Hard Sleet Frost Skeleton
Gordeau-16.png
Gordeau-17.png
Gordeau-18.png
Gordeau-19.png
Gordeau-20.png


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Eltnum
Akatsuki