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.
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.
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.
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.
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. values in () are charged
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. in vorpal gains increased properties which are listed in ()
Air normal invincible frames 10~26 During Vorpal air normal invincible frames 8~23
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.
Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.
Completely invincible frames 1~30/91
Cross-Cast
Damage
Guard
Cancel
Property
Cost
Attribute
0
HL
-
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
2
4
20
-
+3
-
Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.
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
HL
Sp,EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
22
4(4)6
17
-
-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
HL
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+13
2(4)3
27
-
+5
-
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.
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.
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
1434
HL
EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
7
2(10)8
X+9
-
-19
-
Identical to the A version, but this causes Gordeau to fly backwards. Used more for defense.
EX
Damage
Guard
Cancel
Property
Cost
Attribute
2039
HL
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+13
9
X+9
-
+8
-
This is a midair reversal. And that's beautiful.
Strike and projectile invincible frames 1~13 Throw invincible frames 1~3
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.
Head invincible frames 15~16 Air Strike invincible frames 13~16
B
Damage
Guard
Cancel
Property
Cost
Attribute
1415
HL
EX,CS
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
9
6(9)3
28
-
-15
-
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.
Head invincible frames 9~10 Air Strike invincible frames 7~10
EX
Damage
Guard
Cancel
Property
Cost
Attribute
2074
HL
(CS)
-
-
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+6
6(9)3(10)6(9)4
33
-
-18
-
EX version has some invincibility. In the EX version 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.
Throw invincible frames 1~12
B
Damage
Guard
Cancel
Property
Cost
Attribute
1500
UNB
(CS),(EX)
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
8
5
24
-
+16 (combo stun)
-
An anti-aerial version of Assimilation. Opponent can recover sooner then A or EX version.
Air normal invincible frames 6~12
EX
Damage
Guard
Cancel
Property
Cost
Attribute
1600
UNB
(CS)
-
-
Throw
Startup
Active
Recovery
Overall
Advantage
Invul
1+11
2
25
-
+28 (combo stun)
-
EX version's start-up has some invincibility. If EX version is used the opponent can't use roll to recover.
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.
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.