“
|
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
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.
Strengths |
Weaknesses
|
- Anti-Airs: Gordeau has some of the best anti-airs in the game. Grim Reaper, 214B, Force Function, j.214A, and 2C cover different portions of the air in front of Gordeau and make it very difficult for opponents to jump at him.
- Great Reach: UNI is known for big buttons but Gordeau has some that are notably bigger than average, particularly his 5C, 236A, 623B, FF, and 3C. His excellent backdash lets him leverage these buttons exceptionally well.
- Strike/Throw Pressure: Gordeau has several plus on block moves, along with a grab that leads to a combo anywhere and a command grab that steals GRD.
- Consistent: Gord's combos are both easy and consistent while also stealing GRD from the opponent.
|
- Sluggish: In exchange for being larger than average, Gord's buttons are very slow to start up and recover. 236A is also notable in that it's easy to Shield.
- Poor Abare: Gordeau does not have a 5-frame normal or any kind of meterless reversal, and his A buttons are very short. It should be noted that his metered reversal options are great.
- Dash: Gordeau's dash speed is below average.
- OS Coverage: Lacks a reliable anti-air option select.
|
Character Stats
Health
|
Smart Steer Route
|
10800
|
5A 5B 5C 22B 236C
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
1100
|
-700
|
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)
|
200
|
90
|
Unique Trait
|
- Assimilation steals GRD from opponents.
|
Vorpal Trait
|
- Force Function startup decreased.
- Force Function range increased.
- Force Function damage increased.
|
Frame Data Help
|
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 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
|
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
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
6
|
2
|
12
|
19
|
-1
|
-
|
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. Also 5A retracts his hurtbox and can beat out some lows if timed and spaced properly.
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
4
|
17
|
29
|
0
|
-
|
Steps forward and punches the opponent's stomach area.
|
|
5C
Normal Normal Increase Increase
|
5C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
690
|
Mid, Air
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
6
|
38
|
59
|
-26
|
-
|
Steps forward to slam his scythe down.
- A safe poke with long reach, but is air-blockable.
|
5[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
950
|
High
|
N, SP, EX, CS
|
Knockdown
|
-
|
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.
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
160
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
2
|
13
|
20
|
-2
|
-
|
Crouches and does a jab.
- Longer reach than 5A and can be rapid-fired.
- Standard pressure tool.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
490
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
3
|
17
|
27
|
-4
|
-
|
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.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
1st hit Low 2nd hitMid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
3, 6
|
22
|
43
|
-10
|
14~18 Head
|
Swings his scythe right above him in an outward arc.
- Useful anti-aerial and works to get the opponent airborne during a combo.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
4
|
13 [2 on landing]
|
24
|
Varies
|
-
|
Punches downwards.
- Standard air-to-ground light punch attack.
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
250, 350 (582 total)
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
2, 6
|
23 [3 on landing]
|
45
|
Varies
|
-
|
Two horizontally long forward kicks.
- Decent air-to-air and air-combo filler.
|
|
j.C
|
j.C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
610
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
4
|
72 [4 on landing]
|
88
|
Varies
|
-
|
An aerial ax kick laced with darkness.
|
j.[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
5
|
64 [4 on landing]
|
96
|
Varies
|
-
|
Same as j.C, fully charged version slams the opponent to the ground making it possible to continue the combo.
|
|
Command Normals
6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
High
|
SP, EX, CS
|
Tumble
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
27
|
5
|
16
|
47
|
-3
|
-
|
Steps forward and punches down.
- Hits overhead.
- Can be cancelled to specials on hit.
|
|
4B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
520
|
Mid
|
N, SP, EX, CS
|
Tumble on counter
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
2
|
16
|
27
|
-2
|
-
|
Standing kick with the same animation as 66B. 4B also retracts his hurtbox during start up making it possible to "crush lows" even though it doesn't have low crush properties.
|
|
3C
|
3C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
610
|
Low
|
SP, EX, CS
|
Knockdown
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
10
|
13
|
33
|
+4~-5
|
-
|
3[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710
|
Low
|
SP, EX, CS
|
Knockdown
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
10
|
15
|
41
|
+4~-7
|
-
|
Sliding kick with long reach.
- Move stays active for a long period of time and sweeps on hit.
- Can only be special cancelled on block during the later frames of the move. Same goes for cancelling into metered moves.
- Increase has longer range and less advantage on block.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
660
|
Mid
|
SP, EX, CS
|
Tumble on counter
|
-
|
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
|
Mid
|
SP, EX, CS
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
12
|
12
|
34
|
+2~-8
|
-
|
Tackles the opponent with a shoulder charge.
|
|
Universal Mechanics
Force Function
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1221
|
Mid
|
CS [whiff OK]
|
Crumple
|
1 GRD
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
4
|
24
|
48
|
+1
|
10~26 Head
|
Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1527
|
Mid
|
CS [whiff OK]
|
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.
- Though it has a long horizontal hitbox, it can be avoided by the opponent crouching.
- Vorpal has improved attributes.
|
|
Throw
|
A+D Forward Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1510
|
Unblockable
|
-
|
Wall Bounce
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+19
|
-
|
A+D [2] Ground Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1450
|
Unblockable
|
-
|
Tumble
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
26
|
+6
|
-
|
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.
- Holding 2 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.
|
|
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
236X
|
236A
|
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
|
-
|
236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1434
|
Mid, Air
|
UNQ, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
4, 6
|
17
|
52
|
-5
|
-
|
236C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2039
|
Mid, Air
|
CS [hit only]
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+13
|
2, 3
|
27
|
49
|
+5
|
1~3 Throw
|
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 and is relatively safe on block, making it a great poke option
- Can be used to start, extend, and end combos.
- B version has slower startup but longer reach.
- 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 version has Gordeau pull the opponent in to air combo them before sending them flying.
- Decent combo ender, but its most common use is during pressure with it dragging the opponent to Gordeau and leaving him plus on block.
- Even if shielded, it still leaves him at +2.
|
|
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~6XX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1600
|
Unblockable
|
CS [hit only]
|
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 1/2 GRD block from the opponent before dropping them to the ground.
- Does slightly more damage than the standalone Assimilation.
|
|
623X
|
623A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1345
|
Mid
|
UNQ [hit only], EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
6, 3
|
19
|
51
|
-6
|
13~16 Head, 9~12 Dive
|
623B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1415
|
Mid
|
UNQ [hit only], EX, CS
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
6, 3
|
28
|
54
|
-15
|
7~10 Head, 5~6 Dive
|
623C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1851
|
Mid
|
CS [hit only]
|
Wall Bounce
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
6, 3, 6, 4
|
32
|
85
|
-18
|
1~8 Full
|
Gordeau moves forward while swinging his scythe around him.
- A and B versions can go into follow-up.
- A version is slower but safer.
- Works well as an anti-air move.
- Whiff-cancellable, letting you stay safe with 236C or CS.
- B version is faster with longer recovery.
- EX version is a reversal move.
- Gordeau does four swings instead of two.
|
|
623X~6X
|
623A~6X 623A Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
825
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
23
|
-
|
-
|
52
|
-12
|
-
|
623B~6X 623B Follow-up
|
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 Grim Reaper and Downward Claws on block.
|
|
214X
Ground command grab Ground command grab Anti-air command grab Anti-air command grab EX command grab EX command grab
|
214A Ground
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1200
|
Unblockable
|
CS [hit only]
|
GRD Steal
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
2
|
27
|
29
|
+14
|
1~12 Throw
|
214B Anti-air
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1500
|
Unblockable
|
EX [hit only], CS [hit only]
|
GRD Steal
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
5
|
23
|
35
|
+16
|
6~12 Head & Dive
|
214C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1600
|
Unblockable
|
CS [hit only]
|
GRD Steal, Knockdown
|
100 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+11
|
2
|
25
|
38
|
+28
|
1~13 Full
|
Gordeau uses his free hand to dig into the opponent and rip out part of their soul.
- Steals 1 GRD block on hit.
- Following up is not possible without CS except for B version.
- A version has longer reach than Gordeau's normal throw.
- Opponents cannot back tech right away when hit with this version.
- 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.
- EX version is a reversal move.
- Opponents are forced into hard knockdown state.
|
|
22X
|
22A Single hit
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
550
|
Mid
|
EX, CS
|
Knockdown
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
3
|
15
|
38
|
+7
|
-
|
22B Spin into slam
|
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
|
-
|
22C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2005
|
Mid Final hit: High
|
CS [hit only]
|
Knockdown
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+8
|
5, 42, 6
|
35
|
127
|
-23
|
1~28 Full
|
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.
- B version continues into an aerial spin before finishing with an overhead attack.
- EX version is a reversal move.
|
|
j.236X
|
j.236A Land in place
|
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
|
-
|
j.236B Retreating Land
|
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
|
-
|
j.236C EX
|
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
|
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.
- Doesn't show up that much in combos.
- B version causes Gordeau to go backwards before landing.
- EX version is a reversal move.
|
|
j.214X
|
j.214A Spin
|
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
|
-
|
j.214B Spin into Slam
|
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
|
-
|
j.214C EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1353
|
Mid, Air Final hit: High, Air
|
CS [hit only]
|
Knockdown
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+11
|
36, 5
|
34
|
94
|
-21
|
1~3 Throw
|
Gordeau spins his scythe in the air before slamming it to the ground.
- A version does not end in a slam.
- B version does end in a slam.
- 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, 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.
|
|
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.
|
|
Notable Rebeats and Gaps
Rebeat Table
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
|
Gap Table
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
|
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Gordeau Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-09-30 by Raidou.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Added frame data and new moves.
- Overview page has most of its info filled in.
|
- Gameplay summary was written during UNIST, may need revising.
- New moves need complete frame data.
- Rebeat and gap table is currently empty.
|
40/50
|
Strategy
|
- Started creating base pages
|
- complete filling in Strategies
|
11/25
|
Combos
|
|
|
1/25
|