Under Night In-Birth/UNI2/Gordeau
Under Construction
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Story
Gordeau is a member of Amnesia.
His combat prowess is said to be an even match for Paradox, considered the strongest of all.
After a close friend of Gordeau's fell into the Abyss at the center of the Night and turned into a Void, he decided to put an end to Hilda's reckless deeds.
His satisfaction with her defeat didn't last long before things took a drastic turn with the appearance of the Re-Birth Kuon.
The overwhelmingly powerful Kuon declared that he would destroy the world to fulfill his desires.
Gordeau, on the verge of giving up, decides to fight to save the world... if only so his friend would have a place to come back to someday.
“ |
If you came back and the world wasn't there waiting for you, |
” |
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. In neutral, his large scythe attacks and specials allow him to play a strong space control game which can easily convert into his sticky strike/throw offense on hit. With some great mix-up potential when he gets in, including a command grab, multiple standing overheads, and some of the best pressure normals in the game such as 5B, he's quite threatening when he gets within his effective range. In addition, most of his combos will end with Assimilation, which steals half a block of GRD from his opponent, giving him an easy way to maintain a lead or swing the cycle in his favor.
Gordeau has some issues to compensate for his strengths. 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. Gordeau's defensive options are also rather limited without meter, lacking both a 5f normal and a meterless reversal he can be forced to play quite patiently against members of the cast with relentless pressure, this also affects his ability to contest opponents after Chain Shifting. But these problems are not the worst to have and don't prevent him from being a viable and solid character.
Gordeau is great for players looking for an easy to pick up, fundamentals focused character who rewards good reads and footsies with uniquely strong strike/throw offense capable crushing common Undernight defensive tactics and the ability to convert even their far range space control tools' hits into great reward.
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10800 | 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1180 | -860 | 5 | 43 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
7 | 2000 | 150 | 3500 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
3 | 22 | -39800 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
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Vorpal Trait |
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Frame Data Help | |
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Header | Tooltip |
Damage | 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 |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
180 | Low | 6 | 2 | 12 | -1 | N, SP, EX, CS | Strike, Foot |
- Near worthless in neutral, but works well as a pressure starter and a reverse beat from 5C. Also 5A retracts his hurtbox and can beat out some lows if timed and spaced properly.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
510 | Mid | 9 | 4 | 17 | 0 | N, SP, EX, CS | Strike |
- Short reach.
- Has normalized recovery meaning it is always 0 on block even if you hit the later active frames of the move.
- Staple of Gordeau's pressure due to it's forward movement and frame advantage on block. Great for keeping Gordeau in throw range.
- Gordeau's smart steer route (5A > 5B > etc) allows Gordeau to perform a second 5B in pressure by using 5AA, great for keeping close.
- It's hitbox has been buffed in Uni2, allowing for more consistent routing and new routes.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | /Data#5B |
5C
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
5C | 690 | Mid, Air | 16 | 6 | 25 | -14 | N, SP, EX, CS | Strike |
- A safe poke with long reach, but is air-blockable.
- Rebeating into 2A makes it a safe option for neutral, while 236A can be used to pick up combos from afar.
- Extends Gordeau's hurtbox before it goes active, leaving it prone to getting counterpoked if used carelessly.
- Creates frametraps easily when used in pressure due to it's slow startup.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
5[C] | 950 | High | 30 | 6 | 37 | -25 | N, SP, EX, CS | Strike |
- 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.
- Too slow to reliably use as a mixup, but can occasionally catch opponents dashblocking or jumping in neutral.
- Great combo filler with Gordeau's new routes in Uni2.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5C | 47 | /Data#5C | ||||
5[C] | 72 | Knockdown | /Data#5[C] |
5[C] :
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
160 | Mid | 7 | 2 | 13 | -2 | N, SP, EX, CS | Strike |
- Longer reach than 5A and can be rapid-fired.
- Standard pressure tool.
- Subpar 2A for abare purposes but sometimes necessary.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
490 | Low | 8 | 3 | 17 | -4 | N, SP, EX, CS | Strike, Foot |
- 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.
- Buffed range in Uni2, one of Gordeau's best mid range options for checking approaches and contesting in neutral.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1st hit Low 2nd hitMid |
8 | 3, 6 | 22 | -10 | N, SP, EX, CS | Strike, Foot | 14~18 Head |
- Useful anti-aerial and works to get the opponent airborne during a combo.
- Highly versatile attack with many uses on offense and defense.
- First hit is a low, second hit is a mid. First hit is great in pressure when cancelled before the second.
- First hit is fast and has good range which lets it be a useful defensive OS and abare option for contesting pressure. Be warned that it has long recovery on whiff, so it is prone to being baited.
- It's head invuln comes out rather slow, making it somewhat mediocre as an anti-air OS.
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
140 | High, Air Shield | 8 | 4 | 13 [2 on landing |
Varies | N, SP, EX, CS | Strike, Head |
- Standard air-to-ground light punch attack.
- Performing 9jA(w) jA will safejump most reversals if done after a 236X~6X~6X ender if the opponent immediately techs. It should be noted that a knowledgeable opponent will delay their tech and throw off your timing to punish you, so only use against opponents who do not delay their tech.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
250, 350 (582 total) | High, Air Shield | 8 | 2, 6 | 23 [3 on landing |
Varies | N, SP, EX, CS | Strike, Head |
- Decent air-to-air and air-combo filler.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | /Data#jB |
j.C
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
jC | 610 | High, Air Shield | 13 | 4 | 72 [4 on landing |
Varies | N, SP, EX, CS | Strike, Head |
- Common Assault starter.
- -7 after shielding if done as soon as possible out of assault, making it punishable.
- Can be delayed slightly to still be 0 or plus, but this is very vulnerable to being anti-aired.
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
j[C] | 750 | High, Air Shield | 21 | 5 | 64 [4 on landing |
Varies | N, SP, EX, CS | Strike, Head |
- While slower than jC, j[C] is still +1 on block after shield if done as fast as possible, which allows Gordeau to continue pressure on 6f characters or trade with 5f characters.
- You can do a slightly delayed j[C] to cause it to be cancelled by landing on the ground just before it goes active, allowing you to bait high-shield attempts or surprise opponents with lows.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | 88 | /Data#jC | ||||
j[C] | 96 | /Data#j[C] |
j[C] :
Command Normals
6B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
720 | High | 27 | 5 | 19 | -6 | SP, EX, CS | Strike |
- Hits overhead.
- Can be cancelled to specials on hit or block. 22A creates a tight frametrap into plus frames.
- Cannot be rebeated from.
4B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
520 | Mid | 10 | 2 | 16 | -2 | N, SP, EX, CS | Strike |
- Crumples on regular hit in Uni2, making it great for checking approaches and counterpoking.
- Will often allow Gordeau to combo even on a trade counterhit.
3C
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
3C | 610 | Low | 11 | 12 | 11 | -5~+6 | SP (hit), EX (hit), CS (hit) | Strike, Foot | |
3[C] | 710 | Low | 17 | 12 | 13 | -7~+6 | SP (hit), EX (hit), CS (hit) | Strike, Foot |
- Move stays active for a long period of time and sweeps on hit.
- Can only be special cancelled on hit.
- Increase has longer range and less advantage on block.
- Can be spaced out to be quite plus.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
3C | 33 | Knockdown | /Data#3C | |||
3[C] | 41 | Knockdown | /Data#3[C] |
3[C] :
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
660 | Mid | 10 | 2 | 12 | -2 | SP, EX, CS | Strike |
- Safe move even if guarded.
- Cancellable into specials on block or hit.
- Essentially a forward moving 4B without rebeats.
66C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
980 | Mid | 11 | 13 | 11 | -8~+3 | SP, EX, CS | Strike |
- Special cancellable on block or hit.
- Due to being cancellable into specials, Gordeau can create RPS situations with 66C by rotating between 236A (frametrap), 22A (frametrap for 6fs and +7) and dl.214A (delay for a command grab).
- Can be spaced to be plus.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
34 | Wall Bounce | /Data#66C |
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1221 | Mid | -CS- | Crumple | 1 GRD | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 4 | 24 | 48 | +1 | 10~26 Head |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1527 | Mid | -CS- | Crumple | 0.5 GRD | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 4 | 24 | 45 | +1 | 8~23 Head |
Uses his claws for three long slashes.
- Very long horizontal range, but hard coded to whiff on characters in the crouching state (including most 2x normals).
- Considered a projectile but it also ignores other projectiles. CSing while this attack is out will cause it to stay active.
- Vorpal improves startup, damage and range massively.
- Vorpal FF is an alternative option to 2C as an Anti Air OS.
- Very easy to confirm from into full combos on both ground and air hit.
- Very strong option for contesting fireballs and anti-airing while in vorpal.
- No longer steals GRD on block or hit as of Uni2 and still consumes GRD to use.
66B+C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | High | Special | Crumple | 1 GRD (0.5 GRD in Vorpal) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
30 | - | - | 54 | -2 | - |
Gordeau leaps at the opponent and performs an overhead attack.
- Has a hitbox behind Gordeau which can catch opponents if it crosses up.
- Crushes many lows and throw attempts.
- Cancellable into specials on block, though note that Gordeau is airborne for the first few frames following the actives. Delay cancelling for a moment to get grounded specials.
- Can crush some option selects and beat opponents expecting a run up throw. Also useful for going over some low attacks in neutral.
- Gordeau can create rps situations on block with special moves, similar to 66C.
- Easily leads to combos on hit thanks to a generous crumple on grounded hit. Also useful as a combo extender for corner carry on air hits.
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1510 | Unblockable | - | Wall Bounce | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 26 | 30 | +19 | - |
Grabs the opponent in a one-handed hold, chokes them with a single grasp, and then throws them one of two different ways.
- Normal input throws the opponent at the wall.
- Near the corner, the wall bounce allows for a combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1450 | Unblockable | - | Tumble | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 26 | 30 | +6 | - |
Holding down during the throw animation causes Gordeau to drop the opponent on the ground instead.
- There's enough time to link a normal and combo off it.
Smart Steer
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|
- You can special cancel into this after his normals.
- Builds a block of GRD if used early in a combo, or costs a block if GRD if used late.
- Can cancel into IW or IWEX
- Gordeau typically doesn't need to use his Smart Steer as part of his regular routes, but can be useful as a way to confirm far reaching 5C air hits where Mortal Slide would otherwise whiff.
- It's best use is after Gordeau's regular throw. By doing Throw>66C>5AB or Throw(2)>5A>5AB, Gordeau can massively swing GRD in his favor by depleting two blocks from the opponent while gaining 1.5 Blocks himself. You give up some damage to do this compared to his typical throw routes, but it is a solid option to win cycles in a pinch.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- 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).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | 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.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- 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.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- 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
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1434 | Mid, Air | UNQ, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 4, 6 | 15 | 44 | -3 | - |
Gordeau swings his scythe forward and pulls to reap the air in front of him.
- A version is considered an amazing special in Gordeau's kit.
- It has long reach, is easily confirmable and is relatively safe on block, making it a great poke option.
- Can be used to start, extend, and end combos.
- While a threatening neutral option, the second hit is easily shielded by experienced players, which can lead to Gordeau forgoing a lot of grd if he overuses the move.
- The second hit has a tendency to tag random jumps.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1434 | Mid, Air | UNQ, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | 4, 6 | 17 | 49 | -5 | - |
- B version has slower startup but longer reach.
- It's startup was buffed substantially in Uni2, giving it the same startup as Vorpal FF and with a similar range.
- Has become a great option for calling out full-screen projectiles preemptively.
- Useful in combos and is a staple filler option in many routes. Also one of his best DP Punishes in the corner.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2039 | Mid, Air | (CS) | - | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+13 | 2, 3 | 27 | 49 | +5 | 1~3 Throw |
- EX version has Gordeau pull the opponent in to air combo them before sending them flying.
- Decent combo ender after 236X~6X~4A, slightly less damage than 623C but steals some grd.
- Most common use is during pressure with it dragging the opponent to Gordeau and leaving him plus on block. Especially great for making 623B plus.
- Even if shielded, it still leaves him at +2.
- Can CS the move early for a combo which can deal a lot of damage. Potentially useful to catch opponents doing things at full screen.
236X~6X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | Mid, Air | UNQ, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 27 | 37 | -6 | - |
Follow-up to Mortal Slide. Gordeau swings his scythe back to drag the opponent right before him.
- The button used has no effect on move properties.
- Can be linked into normals on hit.
236X~6X~6X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1600 | Unblockable | (CS) | GRD Steal | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 30 | 49 | +14 | - |
Follow-up to Shadow Harvest. Looks just like the standalone Assimilation.
- Gordeau takes 1/4th of a GRD block from the opponent before dropping them to the ground.
- Does slightly more damage than the standalone Assimilation.
- Grants a very good knockdown for Gordeau. This is your best combo ender.
236X~6X~4X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | Unblockable | EX, (CS) | GRD Steal | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
New follow-up to Shadow Harvest in Uni2. Has some different properties from the other ender.
- Gordeau takes 1/4th of a GRD block from the opponent before dropping them in the air.
- Does slightly less damage than the other Assimilation Ender and doesn't give a knockdown, but can be cancelled into EX or Super for additional damage.
- Go into this version when you are dumping meter for damage with 236C, 623C or IW/IWEX.
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1345 | Mid | (UNQ), EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 6, 3 | 19 | 51 | -6 | 13~16 Head, 9~12 Dive |
Gordeau moves forward while swinging his scythe around him.
- A and B versions can go into the Downward Claws followup on hit or block.
- A version is slower but safer.
- Works well as an anti-air move.
- Whiff-cancellable, letting you stay safe with 236C or CS.
- Typically safe on block unlike the B Version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1415 | Mid | (UNQ), EX, CS | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 6, 3 | 28 | 54 | -15 | 7~10 Head, 5~6 Dive |
- B version is faster with longer recovery.
- Obnoxious neutral option when Gordeau has resources due to it's blindingly fast speed.
- Can be used to check approaches,
- Be aware that it is incredibly punishable on block without CS or Meter to make it safe.
- Can CS it on hit for a combo or on block for massive plus frames.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1851 | Mid | (CS) | Wall Bounce | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+6 | 6, 3, 6, 4 | 32 | 85 | -18 | 1~8 Full |
- EX version is a reversal move.
- Gordeau does four swings instead of two.
- 7f startup and impressive reach for a reversal lets it beat many things in neutral with quick reactions or after CS.
- Like all reversals, highly unsafe and very easy to punish for big damage. Do not use carelessly.
- Cannot go into Downward Claws on block or hit, unlike the A and B versions. Can CS on hit for a combo.
623X~6X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
825 | Mid | EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | - | - | 52 | -12 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
956 | Mid | EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | - | - | 61 | -17 | - |
Gordeau twirls his scythe in the air before swinging it down for one final hit.
- A new move added in CLR.
- It has different attributes depending on the version of Grim Reaper that precedes it.
- The button used for Downward Claws has no impact on its attributes.
- There is a 12 frame gap between B Grim Reaper and Downward Claws on block.
- Slams the opponent into the ground on the final hit. Can choose to go into it off Grim Reaper on hit for more damage in exchange for less frame advantage.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | Unblockable | (CS) | GRD Steal | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 2 | 30 | 44 | +14 | 1~12 Throw |
Gordeau uses his free hand to dig into the opponent and rip out part of their soul.
- All versions steal half a block of GRD on hit.
- Following up is not possible without CS except for B version.
- A version has longer reach than Gordeau's normal throw and is untechable unless the opponent is in blockstun.
- Incredibly scary pressure tool as it beats many common option selects and forces opponents to commit to mashing or jumping against Gordeau thanks to it's throw invincibility.
- Opponents cannot back tech right away when hit with this version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | Unblockable | (EX), (CS) | GRD Steal | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 23 | 35 | +16 | 6~12 Head & Dive |
- B version only works on opponents in an airborne state.
- Opponents can recover sooner from this version.
- It is possible to cancel into EX moves from this version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1600 | Unblockable | (CS) | GRD Steal, Knockdown | 100 EXS | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | 2 | 27 | 42 | +28 | 1~14 Full |
- EX version is a reversal move.
- Opponents are forced into hard knockdown state.
- Can be jumped after the flash, do not make the mistake of using it as a mixup on offense.
- Frame advantage on hit is enough for Gordeau to steal the corner.
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550 | Mid | EX, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 3 | 15 | 38 | +7 | - |
Gordeau slams his scythe upside-down on the floor, and jumps into the air while twirling it before bringing it back down.
- A version is just the initial hit.
- Really good to use to get plus frames. Do note that the pushback will usually put Gordeau out of range of many normals however.
- Frametraps quite easily off many normals. Also allows for a combo afterwards if it counter trades with A normals.
- Combo and pressure staple.
- Can be CS'd on whiff to allow it to be a good meaty option to check for wakeup reversals.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1484 | Mid Final hit: High |
EX, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 4, 17, 5 | 34 | 96 | -9 | - |
- B version continues into an aerial spin before finishing with an overhead attack.
- Good combo tool in the corner.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | Mid Final hit: High |
(CS) | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+8 | 5, 42, 6 | 35 | 127 | -23 | 1~28 Full |
- EX version is a reversal move.
- Can be used to combo off Grim Reaper without CS if Grim Reaper hits an airborne enemy.
- Can combo off this version if the opponent is in the corner.
j.236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1575 | Mid | EX, CS | - | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 2, 8 | 9 on landing | 43 | -8 | - |
Gordeau swings his scythe in the air.
- Advantage calculated as close to the ground as possible.
- A version causes Gordeau to fall in place.
- Wide range allows it to win most air-to-air exchanges.
- Buffed in Uni2 to be one of Gordeau's best starters. Great DP punish option.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1575 | Mid | EX, CS | - | - | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 2, 8 | 9 on landing | 49 | -14 | - |
- B version causes Gordeau to go backwards before landing.
- Used more for defense.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2022 | Mid | CS | - | 100 EXS | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+13 | 9 | 9 on landing | 40 | +8 | 1~13 Strike & Projectile, 1~3 Throw |
- EX version is a reversal move.
- Not technically a reversal since you have to go through jump startup to use it as one.
- Regardless, being a plus on block invincible option that starts up incredibly fast and leads into combos on hit lets it shine in many situations.
- Proration nerfed in Uni2, making it less viable but still good as a combo option for dumping meter.
j.214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
625 | Mid, Air | EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 17 | 9 on landing | 41 | +1 | - |
Gordeau spins his scythe in the air before slamming it to the ground.
- A version does not end in a slam.
- Plus on block if the opponent stand blocks the last hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1170 | Mid, Air Final hit: High, Air |
EX, CS | Knockdown | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 12, 3 | 28 | 65 | -5 | - |
- B version does end in a slam.
- Strong combo tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1353 | Mid, Air Final hit: High, Air |
(CS) | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+11 | 36, 5 | 34 | 94 | -21 | 1~3 Throw |
- EX version is a reversal move.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3095 | Mid, Air | - | Wall Bounce | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | 3, 3, 4, 6, 5, 3, 3, 3 | 19 | 157 | -4 | 1~27 Full, 28~31 Throw |
Twirls the scythe around after four quick slashes.
- First slash has a horizontally wide reach so it is pretty easy to combo into.
- There is a lengthy gap after the fourth hit where Gordeau can be punished on block.
- IW and IWEX both do massive damage in Uni2 and Gordeau's gives him a lot of time to Concentrate afterwards to gain GRD.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3820 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | 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.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B | 5A | -2 |
2C(1) | 2A | -2 |
2C(1) | 5A | -1 |
5C | 5A | -2 |
5C/5[C]/2C(2) | 2A | -3 |
2B/4B | 5A | -4 |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5C | 5F |
2B/4B | 5C | 1F |
66C | 236A | 1F |
66C | 22A | 6F |
2C (1) | 22A | 3F |
5B/5C/5[C]/2C(2) | 22A | 4F |