 |
Outdated Version
- This page is for an outdated version of the game (UNIST).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.
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“
|
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.
|
”
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Story
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.
|
”
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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.
From Ninjaelephant31's Gordeau Primer
Strengths |
Weaknesses
|
- Great anti airs, has one for almost every situation.
- High HP at 10801, allowing for more mistakes than usual.
- High average damage, and his combos are easy to learn.
- Has a command throw.
- Has various ways to make himself safe or plus on block. (236C,22A,5B)
- Can steal GRD. (214A/FF/236A)
- Many moves reach really far. (5C, 236A, 623B, FF, 3C)
- Can combo off his throw midscreen by holding 2 during the throw.
- Amazing backdash.
|
- Normals are slow on average.
- Mortal Slide is easy to shield, makes it hard to win vorpal if you overuse it.
- Many normals have long recovery, easily whiff punished.
- 5A/2A are not too great for mashing, 5A is 6F and does not hit very high up, 2A is 7F.
- Has no meterless reversal.
- Has one of the slower runs in the game.
|
Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
|
Jump Duration
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1100
|
-700
|
5
|
43
|
Dash Startup
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Initial Dash Speed
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Dash Acceleration
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Max Dash Speed
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7
|
2000
|
150
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3500
|
Backdash Startup
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Backdash Duration
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Backdash Distance
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Backdash Invul
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3
|
22
|
-39800
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1~8 Full 9~10 Throw
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Unique Trait
- Assimilation steals GRD from opponents.
Vorpal Trait
- Force Function startup decreased
- Force Function range increased
- Force Function damage increased
Frame Data Help
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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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
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Cancel
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Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = Can additionally be cancelled during whiff
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Property
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Special properties this move has. Click on the property to navigate to an explanation.
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Cost
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The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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180
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L
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Sp,EX,CS
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-
|
-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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6
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2
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12
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19
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-1
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-
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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.
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5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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H,L
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Sp,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
|
4
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17
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29
|
0
|
-
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Steps forward and punches the opponent's stomach area. Short reach.
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5C Normal Normal Increase Increase
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Normal
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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690
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H,L,A
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Sp,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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16
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6
|
38
|
59
|
-26
|
-
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Steps forward to slam his scythe down. A safe poke with long reach, but is air-blockable.
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Charged
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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950
|
H
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Sp,EX,CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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30
|
6
|
37
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72
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-25
|
-
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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.
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|
2A
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Damage
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Guard
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Cancel
|
Property
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Cost
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Attribute
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160
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H,L
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Se,Sp,EX,CS
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-
|
-
|
Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
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2
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13
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21
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-3
|
-
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Crouches and does a jab. Longer reach than 5A and can be rapid-fired. Standard pressure tool.
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2B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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490
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L
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Sp,EX,CS
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-
|
-
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Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
|
3
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17
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27
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-4
|
-
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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.
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|
2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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350,420(744 2-hit)
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L/H,L
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Sp,EX,CS
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-
|
-
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Foot/Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
|
3(5)6
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22
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43
|
-10
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Head invincible frames 14~18
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Swings his scythe right above him in an outward arc. Useful anti-aerial and works to get the opponent airborne during a combo.
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|
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
|
Attribute
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140
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H,AS
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Sp,EX,CS
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-
|
-
|
Head
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Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
|
8
|
4
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13(+2 on land)
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24
|
Varies
|
-
|
Punches downwards. Standard air-to-ground light punch attack.
|
|
j.B
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Damage
|
Guard
|
Cancel
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Property
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Cost
|
Attribute
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250,350(582 2-hit)
|
H,AS
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Sp,EX,CS
|
-
|
-
|
Head
|
Startup
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Active
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Recovery
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Overall
|
Advantage
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Invul
|
8
|
2(8)6
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23(+3 on land)
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45
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Varies
|
-
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Two horizontally long forward kicks. Decent air-to-air and air-combo filler.
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|
j.C
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Normal
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Damage
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Guard
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Cancel
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Property
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Cost
|
Attribute
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610
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H,AS
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Sp,EX,CS
|
-
|
-
|
Head
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Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
|
13
|
4
|
72(+4 on land)
|
88
|
Varies
|
-
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An aerial ax kick laced with darkness. Common Assault starter.
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Increase
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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750
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H,AS
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Sp,EX,CS
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-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
5
|
64(+4 on land)
|
96
|
Varies
|
-
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Same as j.C, fully charged version slams the opponent to the ground making it possible to continue the combo.
|
|
Command Normals
6B
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Damage
|
Guard
|
Cancel
|
Property
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Cost
|
Attribute
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720
|
H
|
Sp,EX,CS
|
-
|
-
|
Strike
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Startup
|
Active
|
Recovery
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Overall
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Advantage
|
Invul
|
27
|
5
|
16
|
47
|
-3
|
-
|
Steps forward and punches down. Hits overhead. Can be cancelled to specials on hit.
|
|
4B
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Damage
|
Guard
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Cancel
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Property
|
Cost
|
Attribute
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520
|
H,L
|
Sp,EX,CS
|
-
|
-
|
Strike
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Startup
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Active
|
Recovery
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Overall
|
Advantage
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Invul
|
10
|
2
|
16
|
27
|
-2
|
-
|
Standing kick with the same animation as 66B. Causes sit-down on counterhit.
|
|
3C
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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610
|
L
|
(Sp,EX,CS)
|
-
|
-
|
Foot
|
Startup
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Active
|
Recovery
|
Overall
|
Advantage
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Invul
|
11
|
10
|
13
|
33
|
+4~-5
|
-
|
Sliding kick with long reach. Move stays active for a long period of time and sweeps on hit. Cannnot be cancelled on block.
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Damage
|
Guard
|
Cancel
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Property
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Cost
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Attribute
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710
|
L
|
(Sp,EX,CS)
|
-
|
-
|
Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
10
|
15
|
41
|
+4~-7
|
-
|
Same as normal version, but longer range and more disadvantageous on block.
|
|
Dash Normals
66B
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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660
|
H,L
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
12
|
23
|
-2
|
-
|
Yakuza kick. Safe move even if guarded.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
980
|
H,L
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
12
|
12
|
34
|
+2~-8
|
-
|
Tackles the opponent with a shoulder charge. Causes wallbounce if the move hits. Cancellable on block.
|
|
Universal Mechanics
Rusty Nail B+C
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1221
|
H,L
|
(CS)
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
4
|
24
|
48
|
+1
|
Head invincible frames 10~26
|
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.
|
|
Throw A+D
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1510
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+19(combo stun)
|
-
|
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.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
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.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
25
|
+3
|
1~19 Full
|
Cancels an action and launches the opponent high into the air on hit.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
|
|
Special Moves
Mortal Slide 「モータルスライド」 236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1434
|
H,L/H,L,A
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
4(4)6
|
15
|
44
|
-3
|
-
|
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.
|
|
Shaded Harvest 「シェイドハーベスト」 236X>6X
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
H,L,A
|
Sp,EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
2
|
27
|
37
|
-6
|
-
|
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
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1600
|
UNB
|
(CS)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
4
|
30
|
49
|
+14(combo stun)
|
-
|
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
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1345
|
H,L
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
6(9)3
|
19
|
51
|
-6
|
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.
|
|
Assimilation 「アシミレイション」 214X Ground command grab Ground command grab Anti-air command grab Anti-air command grab Super command grab Super command grab
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1200
|
UNB
|
(CS)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2
|
27
|
29
|
+14(combo stun)
|
Throw invincible frames 1~12
|
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.
|
|
Precise Aim 「エイムオーペニング」 22X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550
|
H,L
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
3
|
15
|
38
|
+7
|
-
|
Slams the top of the scythe on the ground. Really good to use to get plus frames.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1484
|
H,L/H
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
14
|
4(12)17(11)5
|
34
|
96
|
-9 (22F gap before overhead)
|
-
|
After the scythe hits the ground Gordeau picks it back up to continue witn an aerial swing. Last hit is overhead.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2005
|
H,L/H
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1(+8 after flash)
|
5(20)42(11)6
|
35
|
127
|
-23
|
Completely invincible frames 1~28
|
One of Gordeau's many reversals. Similar to B version.
|
|
Mortal Glide j.236X
|
A
|
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
|
43
|
-8(best)
|
-
|
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.
|
|
Precise Aim (air) 「エイムオーペニング」 j.214X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
110*6(625 6-hit)
|
H,L,A
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
17
|
9 on land
|
41
|
+1(max)
|
-
|
Gordeau spins his scythe in the air, similar to 22B/C.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
100*4,850(1170 5-hit)
|
H,L,A/H,A
|
EX,CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
12(3 on land)3
|
28
|
65
|
-5(max)
|
-
|
Same as above, except does the additional slam similar to 22B.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
55*6,1100(1353 7-hit)
|
H,L,A/H,A
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1(+11 after flash)
|
36(3 on land)5
|
34
|
94
|
-21
|
Throw invincible frames 1~3
|
j.214B on steroids
|
|
Supers
Infinite Worth
Turbulence 「タービュランス」 41236D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3095
|
H,L,A
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1(+12 after flash)
|
3(12)3(11)4(15)6(24)5(8)3(3)3(3)3(6)3
|
19
|
157
|
-4
|
Completely invincible frames 1~27, Throw invincible frames 28~31
|
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.
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3820
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 Full
|
Gordeau becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
|
|
Videos
Gordeau Combos 2.0 by Spencer Peters
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links