|description=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.
|description=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 +2.
|invul=Throw invincible frames 1~3
|invul=Throw invincible frames 1~3
}}
}}
Revision as of 04:14, 6 March 2020
Outdated Version
This page is for an outdated version of the game (UNIST). To see Gordeau's character page for the latest version (UNICLR), click here.
“
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.
A fighter who is infamous in the underworld, as the "Invincible Mercenary". As his title suggests, he always fights on someone's behalf as an agent, nonetheless his true intentions are unknown. The air is tense, with the next Hollow Night looming... rumors of a Re-Birth, super powered In-Births circulate. Amidst this chaos, he discovers an old friend, Hilda's -- and Amnesia's -- plans, and sets off to put an end to it. Not for hire, but for his own satisfaction. Thus, he heads to the Abyss, sickle in hand.
“
The 'strongest'...? One may wish for it, but it is far and elusive.
Only the echoes may reach our ears.
”
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.
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
Guard
The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked
Cancel
Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff
Property
Special properties this move has. Click on the property to navigate to an explanation.
Cost
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
Attribute
Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile
Startup
Frame when the first hitbox is present. + denotes the frames before and after super flash.
Active
The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery
Frames that this move has after the active frames if not canceled.
Overall
Frames that this move takes from start to finish before the character returns to neutral.
Advantage
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul
The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible
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.
Steps forward to slam his scythe down. A safe poke with long reach, but is air-blockable.
Charged
Damage
Guard
Cancel
Property
Cost
Attribute
950
H
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
30
6
37
72
-25
-
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.
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.
Uses his claws for three long slashes. Though it has a long horizontal hitbox, it can be avoided by the opponent crouching. Crumples on hit, making it easy to follow-up.
Vorpal
Damage
Guard
Cancel
Property
Cost
Attribute
1527
H,L
(CS)
-
-
Projectile
Startup
Active
Recovery
Overall
Advantage
Invul
18
4
24
45
+1
Head invincible frames 8~23
Same as the normal version, but much stronger and has faster startup and head invincibility.
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.
[2] Follow-up
Damage
Guard
Cancel
Property
Cost
Attribute
1450
UNB
-
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
4
1
22
26
+6(combo stun)
-
When holding on the down direction, instead of throwing the opponent accross the screen, Gordeau drops the opponent right before him. Can combo after this throw.
Universal reversal that blows the opponent back on hit.
Airborne: 1~52, Standing: 53~59.
For Full Charge version: Airborne: 1~101, Standing: 102~108.
Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
Meter drains much slower when health is below 30% (orange health).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
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.
B
Damage
Guard
Cancel
Property
Cost
Attribute
1434
H,L/H,L,A
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22
4(4)6
17
52
-5
-
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.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
2039
H,L/H,L,A
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1(+13 after flash)
2(4)3
27
49
+5
Throw invincible frames 1~3
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 +2.
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.
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.
Head invincible frames 15~16, Dive invincible frames 13~16
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. This move is whiff cancellable, allowing you to follow-up with 236C to make it safe provided you have meter.
B
Damage
Guard
Cancel
Property
Cost
Attribute
1415
H,L
EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
6(9)3
28
54
-15
Head invincible frames 9~10, Dive invincible frames 7~10
Starts up faster then A version but with longer recovery.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1851
H,L
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1(+6 after flash)
6(9)3(10)6(9)4
32
85
-18
Completely invincible frames 1~8
One of Gordeau's many reversals. Gordeau does four swings instead of two.
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.
B
Damage
Guard
Cancel
Property
Cost
Attribute
1500
UNB
(CS,EX)
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
8
5
23
35
+16(combo stun)
Head and Dive invincible frames 6~12
An anti-aerial version of Assimilation. Opponent can recover sooner then A or EX version.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1600
UNB
(CS)
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
1(+11 after flash)
2
25
38
+28(combo stun)
Completely invincible frames 1~13
One of Gordeau's many reversals. With this version, opponent can't roll to recover.
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.
B
Damage
Guard
Cancel
Property
Cost
Attribute
1575
H,L
EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
7
2(10)8
9 on land
49
-14(best)
-
Identical to the A version, but this causes Gordeau to fly backwards. Used more for defense.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
2022
H,L
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1(+13 after flash)
9
9 on land
40
+8(best)
Strike and projectile invincible frames 1~13, Throw invincible frames 1~3
One of Gordeau's many reversals, but this one is midair.
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. The move is punishable in the middle.