Under Night In-Birth/UNIST/Gordeau: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
Line 110: Line 110:
  |frameAdv=-4
  |frameAdv=-4
  |hitbox=
  |hitbox=
  |description=Forward low kick with a decent reach. Standard crouching medium kick normal.
  |description=Forward low kick with a decent reach. Standard crouching medium kick normal. Somewhat takes second fiddle as a low mix up next to 3C. Can OTG off of a Mortal Slide for combos.
}}
}}
}}
}}
Line 129: Line 129:
  |frameAdv=-26
  |frameAdv=-26
  |hitbox=
  |hitbox=
  |description=Steps forward to slam his scythe down. Has a long reach, but is air-blockable.
  |description=Steps forward to slam his scythe down. A safe poke with long reach, but is air-blockable.
}}
}}
}}
}}
Line 148: Line 148:
  |frameAdv=-25
  |frameAdv=-25
  |hitbox=
  |hitbox=
  |description=Same as 5C, but overhead if fully charged.
  |description=Becomes an overhead and is no longer air-blockable if fully charged. More reliable than the regular version, but midscreen often requires B Mortal Slide to be used to follow-up, using up two ground bounces, so good combo execution is a must.
}}
}}
}}
}}
Line 227: Line 227:
  |frameAdv=Varies
  |frameAdv=Varies
  |hitbox=
  |hitbox=
  |description=An aerial ax kick laced with darkness.  
  |description=An aerial ax kick laced with darkness. Common Assault starter.
}}
}}
}}
}}

Revision as of 22:01, 15 March 2019

Gordeau

This character page is for the latest version of the game, Under Night In-Birth Exe:Late[st] (UNIST). To see Gordeau's character page for the previous version, Under Night In-Birth Exe:Late (UNIEL), click here.

Introduction

He reaps. He slashes his enemies to satisfy, but it is not enough -- he wishes to reunite
with an old friend. Offering a souveneir for an old acquaintance. The land is fast, expanding
as far as the eye can see. The sky, without boundaries, no ceiling. He raises his sickle,
and prepares for the night.

Story

Gordeau is one of the founding members of Amnesia, alongside Chaos and Hilda. During a skirmish with the Bankikai, his friend Roger was turned into a void, and was subsequently put down by Wagner. This caused him to leave Amnesia in order to hunt down Wagner as atonement for encouraging him to go out that night (though he still works for them as a hired mercenary).

During his non-Night activities, he works as a bartender. Currently freeloading at Chaos's house.

Unique Trait/Health

Health: 10,800

Character Trait: Gordeau's "assimilation" grabs all steal GRD from the opponent

Vorpal Trait: In Vorpal, Gordeau's force function gains head invuln, increased reach, and -3f startup and recovery.

Gameplay

Gordeau boasts some of the best footsies tool among the cast, with a mixture of kicks and punches that make him stressful to deal with up close, along with his scythe to poke out opponents at range. Along with some great mix-up potential, including several standing overheads and command grabs, and three great reversals, he's quite threatening when he gets within his effective range. In addition, most of his standard combos will end with Assimilation, which steals one block of GRD from his opponent, which gives him an easy way to maintain a lead.

That said, he can have problems approaching the opponent from afar, as he has no projectile or other gimmick to help him, meaning he has to use standard methods of approach like dash-blocking to close distance and get his game-plan started. But that isn't the worst problem to have. Enjoy your high-tier.

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 -

Gordeau's fastest normal and works like many standing light kicks in other fighters. Near worthless in neutral, but works well as a pressure starter and a reverse beat from 5C.


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. Somewhat takes second fiddle as a low mix up next to 3C. Can OTG off of a Mortal Slide for combos.


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. A safe poke with long reach, but is air-blockable.


5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
950 30 6 37 -25 Sp,EX,CS H -

Becomes an overhead and is no longer air-blockable if fully charged. More reliable than the regular version, but midscreen often requires B Mortal Slide to be used to follow-up, using up two ground bounces, so good combo execution is a must.


2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
350,420 8 3(5)6 20 -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.

Air normal invincible frames 14~18


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(8)6 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. Common Assault starter.


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.


4B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
520 10 2 16 -2 Sp,EX,CS HL -

Standing kick with the same animation as 66B. Causes sit-down on counterhit.


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. Can be charged for longer range, but more disadvantageous 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

Rusty Nail
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1221 23 4 24 +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.


Air normal invincible frames 10~26
During Vorpal air normal invincible frames 8~23


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. 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
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1434 16 4(4)6 15 -3 Sp,EX,CS HL -

Absolutely amazing special. Its long reach and safe frame advantage gives Gordeau a great poking option, and it can be used to start, extend, and end combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1434 22 4(4)6 17 -5 Sp,EX,CS HL -

Slower startup and longer reach than A version. Really only used off of combo starters like 5[C] or Dash C that cause the opponent to be too far away for A version to hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2039 1+13 2(4)3 27 +5 (CS) HL -

EX version causes Gordeau to drag the opponent in, launch them up, and Mortal Glide them away. Decent combo ender, but its most common use is during pressure with it dragging the opponent to Gordeau and leaving him at an incredible frame advantage. Even if shielded, it still leaves him at +1.

Throw invincible frames 1~3

Shaded Harvest
「シェイドハーベスト」

236X>6X
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>6X>6X
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.


Mortal Glide
j.236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1434 7 2(10)8 X+9 -10 EX,CS HL -

Does a little twirl with his scythe in the air. Air unblockable nature and wide reach means that this move will win most air-to-air exchanges. Doesn't show up that much in combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1434 7 2(10)8 X+9 -19 EX,CS HL -

Identical to the A version, but this causes Gordeau to fly backwards. Used more for defense.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2039 1+13 9 X+9 +8 (CS) HL -

This is a midair reversal. And that's beautiful.

Strike and projectile invincible frames 1~13
Throw invincible frames 1~3


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(9)3 19 -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.

Air normal invincible frames 15~16
Air special invincible frames 13~16

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1415 9 6(9)3 28 -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.

Air normal invincible frames 9~10
Air special invincible frames 7~10

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2074 1+6 6(9)3(10)6(9)4 33 -18 (CS) HL -

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

Completely invincible frames 1~8


Assimilation
「アシミレイション」

214X Ground command grab Anti-air command grab Super command grab
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1400 11 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.

Throw invincible frames 1~12

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1500 8 5 24 +16 (combo stun) (CS),(EX) UNB -

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

Air normal invincible frames 6~12

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1600 1+11 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.

Completely invincible frames 1~13


Precise Aim
「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(12)17(11)5 34 -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 1+8 5(20)42(11)6 35 -23 (CS) H -

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

Completely invincible frames 1~28


Precise Aim (air)
「エイムオーペニング」

j.214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 110*6 12 17 X+9 EX,CS All -

Does the scythe spinning animation during the middle of 22B

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 100*4, 850 13 12(Till before ground)3 28 -5 EX,CS H -

Performs both the spinning and the slamming animation from 22B

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 55*6, 1100 1+11 36(Till before ground)5 34 -21 (CS) H -

j.214B on steroids

Throw invincible frames 1~3


Infinite Worth

Turbulence
「タービュランス」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3095 1+12 3(12)3(11)4(15)6(24)5(8)3(3)3(3)3(6)3 19 -4 - 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.

Completely invincible frames 1~27
Throw invincible frames 28~31


Infinite Worth EXS

Soul Exodus
「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.

Completely invincible frames 1~26


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

Template:UNISTColors

Template:UNIST