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Sd-gord.png

Introduction

Health: 10500 (Originally 13700)
Play-type: Offensive, Footsies
Dash Type: Run
Specialty: Assimilation
Gordeau is one of the two characters that can steal GRD from the opponent. Force Function also gains 3 frames less startup and less recovery while also having head-level invincibility frames when in Vorpal state.

Gordeau is a simple-to-pick-up power fighter with long reach and good priority in his normals and special moves, as his scythe gives him solid near-full-screen control and is also able to expend his meter for solid EX moves to use as reversals. Either way, his fundamentals and easy-to-grasp combos lead to solid damage off of nearly any hit confirm.

At middle distance, use 5C or his specials with good priority like Mortal Slide or Grim Reaper to beat out his opponent's moves or to keep them in check. At close range, use Aim Opening or 6B as overheads in order to force openings during blockstring pressure, especially when combined with his command grab for tick throw setups.

Not only does Gordeau have his fundamentals and his long range, but he can also steal the opponent's GRD, making him a powerful character to control that gauge with and also gives him access to the benefits of Vorpal state more often. However, most notable weakness of his is that he lacks non-physical zoning tools or any sort (such as a real projectile), which against careful fighters, can easily render his best pokes to be beaten out when used at bad times. This also ties into his scythe-based attacks being very situational due to them covering only certain angles (such as his 2C having weak-horizontal range for an anti-air and his Shade Harvest having a narrow hitbox).

Another big weakness of his is his lack of fast safe moves outside of his throw; because of this, Gordeau is often committed to his pokes and can barely play a safe footsies game when his longest-reaching attacks are fairly laggy. Examples include his 5C, 3C and his Grim Reaper, all three of which can be easily punished on whiff or block if used carelessly; playing Gordeau while simple, does not encourage haphazard use of his tools.

Move List

Normal Moves

Input Damage Guard Cancel
UNI A.gif 198 Crouch SP/JC/EX/CS
Gord-5a.png Low kick. Gordeau's fastest normal and works like many standing light kicks in other fighters. Can be used to pick up opponents on the ground.

Smart Steer: 5A, 5B, 5C, 214B, 236C
Input Damage Guard Cancel
2.gifUNI A.gif 176 Crouch/Stand SP/JC/EX/CS
Gord-2a.png Crouches and does a little jab. Longer reach than 5A and can be rapid-fired. Standard pressure tool.
Input Damage Guard Cancel
UNI B.gif 561 Crouch/Stand SP/JC/EX/CS
Gord-5b.png Steps forward a bit and punches to the opponent's stomach area. Short reach.
Input Damage Guard Cancel
2.gifUNI B.gif 539 Stand SP/EX/CS
Gord-2b.png Forward low push kick with a decent reach. Standard crouching medium kick normal.
Input Damage Guard Cancel
Dash UNI B.gif 660 Crouch/Stand SP/JC/EX/CS
Gord-db.png Yakuza kick. Advantageous move even on block, which allows for some pressure.
Input Damage Guard Cancel
UNI C.gif (Hold to charge) 759 (1045) (Crouch)/Stand/Air SP/JC/EX/CS
Gord-5c.png Steps forward and leans forward to slam his scythe down via his leading hand. Has a long reach, but is air-blockable. Overhead and slams opponent down to the ground if charged.

Has slightly more lag in Exe:Late[st], preventing it from being safely abused unless chained into something safe.
Input Damage Guard Cancel
2.gifUNI C.gif 462 -> 818 Crouch/Stand SP/JC/EX/CS
Gord-2c.png Swings his scythe right above him in an outward arc. Useful anti-aerial and works to get the opponent airborne during a combo. Works as a two-hit combo if right next to grounded opponent, but has a fairly weak hitbox below-and-horiztonal of Gordeau.

Has slightly more lag in Exe:Late[st], preventing it from being safely abused unless chained into something safe.
Input Damage Guard Cancel
Dash UNI C.gif 980 Crouch/Stand SP/EX/CS
Gord-dc.png Tackles the opponent with a shoulder charge. Causes wallbounce if the move hits, so continuing the combo is easy.
Input Damage Guard Cancel
j. UNI A.gif 154 Stand SP/EX/CS
Gord-ja.png Punches downwards. Standard air-to-ground semi-light punch attack.
Input Damage Guard Cancel
j. UNI B.gif 275 -> 640 Stand SP/EX/CS
Gord-jb.png Two horizontally long forward spin kicks. Decent air-to-air and air-combo filler.
Input Damage Guard Cancel
j. UNI C.gif (Hold to charge) 671 (825) Stand SP/EX/CS
Gord-jc.png An aerial ax kick via his leading leg laced with some darkness. Charged version slams the opponent to the ground making it possible to continue the combo. Can also cross-up if positioned correctly.


Throw

Input Damage Guard Cancel
UNI A.gif+UNI D.gif 484 -> 1529
Gord-throw.png Gordeau's fastest move. Grabs the opponent via a one-handed hold, chokes them with a single grasp and then throws them towards the edge of screen with an underhanded throw. Allows for a solid amount of followups.

Additionally Gordeau can also drop the opponent right before him by holding 2.gif during the throw, which downs them and allows for a free combo.


Force Function

Input English Name Japanese Name Damage Guard Cancel
UNI B.gif+UNI C.gif Rusty Nail ラスティネイル 1342 Crouch/Stand
Gord-ff.png Uses his claws for three long slashes via ripping back outward. Move has a long hitbox, but it can be dodged by crouching right before Gordeau. Standing opponents are forced down on hit, making it easy to follow-up. If it hits, the move steals 1 GRD bar from the opponent and grants it to gordeau, thus making the move cost nothing if hit, and making the move grant half a bar more in vorpal (since only half a bar is used for it in vorpal.


Command Normals/Unique Arts

Input Damage Guard Cancel
6.gifUNI B.gif 792 Stand SP/EX/CS
Gord-6b.png Steps forward and turn-punches down. Hits overhead and downs the foe on grounded hit, and inflicts ground bounce on airborne hit. Can be cancelled to specials on hit.
Input Damage Guard Cancel
4.gifUNI B.gif 660 Crouch/Stand SP/JC/EX/CS
Gord-db.png Same as Dash B. Added in Exe:Late[st]. Downs opponent on counter hit.
Input Damage Guard Cancel
3.gifUNI C.gif (Hold to charge) 671 Crouch/Air SP*/EX*/CS*
Gord-3c.png * Only on hit

Sliding kick with long reach and a low profile. Move stays active for long and sweeps on hit (and is Gordeau's main sweep since his 2C is not traditionally one). Can't be cancelled on block, so it's easily punished if not spaced correctly.

In Exe:Late[st], unlike most sliding attacks, Gordeau can charge this move to increase the distance it slides at.


Special Moves/Sure-Killing Arts

Input English Name Japanese Name Damage Guard Cancel
2.gif3.gif6.gif UNI A.gif/UNI B.gif/UNI EX.png Mortal Slide モータルスライド (A) 1537 > (B) 1577 > (C) 2242 Crouch/Stand SP/EX/(CS)
Gord-mortal.png Swings the scythe to catch the opponent via hooking them with the blade. Swings the opponent airborne via a launcher with a slight pull-in effect if the follow-up isn't inputted.

A version has a fast start-up and can be comboed from 5C.
B version is slowed but has a bit longer reach.

EX version locks to the opponent and does a combination of Gordeau launching the opponent and following up with a midair Assimilation (which steals GRD), a kick afterwards, and a midair A Mortal Slide (which works like an auto-combo ranbu super of sorts). EX version can be cancelled to Infinite Worth moves if Cross Veil-Off is activated before Gordeau does a rising jumping scythe slash.

In Exe:Late[st] the command inputs of Mortal Slide’s 1st move follow-ups are no longer a quarted-circle rekka, but in similar simple rekkainput as Hyde’s Vacant Shift.
Input English Name Japanese Name Damage Guard Cancel
2.gif3.gif6.gif UNI A.gif/UNI B.gif/UNI C.gif (during Mortal Slide 1st-move on ground) (UNI(EL))
6.gif UNI A.gif/UNI B.gif/UNI C.gif (during Mortal Slide 1st-move on ground) (UNIST)
Shade Harvest シェイドハーベスト Crouch/Stand SP/EX/CS
Gord-shade.png Follow-up for the ground version, during the first movement of Mortal Slide. Swings the scythe back dragging the opponent right before Gordeau. Can be followed with normals on hit. Really unsafe if the move gets blocked.

Input changed in Exe:Late[st].
Input English Name Japanese Name Damage Guard Cancel
2.gif3.gif6.gif UNI A.gif/UNI B.gif/UNI C.gif (during Shade Harvest) (UNI(EL))
6.gif UNI A.gif/UNI B.gif/UNI C.gif (during Shade Harvest) (UNIST)
Assimilation アシミレイション CS
Gord-itadaki.png Shade Harvest's follow-up. Same move as his standalone Assimilation. Grabs the opponent, absorbs half a GRD block and forces them down. Does a little more damage than the normal one. This follow-up is based on A version of Assimilation.

Input changed in Exe:Late[st].
Input English Name Japanese Name Damage Guard Cancel
j.2.gif3.gif6.gif UNI A.gif/UNI B.gif/UNI EX.png Mortal Glide モータルグライド (A) 1537 > (B) 1577 > (C) 2242 Crouch/Stand/Air SP/EX/(CS)
150px Does a little twirl with his scythe in the air. Air unblockable.

B version does a wide slash outward and downwards with a small launch effect, while Gordeau back away.

EX version has more hits than B version.
Input English Name Japanese Name Damage Guard Cancel
6.gif2.gif3.gif UNI A.gif/UNI B.gif/UNI EX.png Grim Reaper グリムリーパー (A) 1345 > (B) 1556 > (C) 2279 Crouch/Stand EX/(CS)
Gord-grim.png Moves forward while doing incredibly big spinning swings with his scythe. Second swing causes wallbounce making it easy to continue the combo. Move has hitbox before him, above him and even behind him. Works as an excellent anti-air since the move is also aerial unblockable.

A version has slow start-up but fast recovery. B version has a fast start-up but can't be followed up without meter. EX version has some invincibility. In the EX version Gordeau does four swings and the combo can be continued from the move easily.
Input English Name Japanese Name Damage Guard Cancel
2.gif1.gif4.gif UNI A.gif/UNI B.gif/UNI EX.png Assimilation アシミレイション (A )1540 > (B) 1650 > (C) 1760 CS
Gord-assimilation.png Command grab where Gordeau uses his free hand to dig into the opponent and rips out a part of their soul, which absorbs 1 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.

A and EX versions grab right in front of him. B version grabs upwards from the air. EX version's start-up has some invincibility. If EX version is used to end a combo, the opponent can't use roll to recover from the combo.
Input English Name Japanese Name Damage Guard Cancel
2.gif2.gifUNI A.gif/UNI B.gif/UNI EX.png (ground input)
2.gif1.gif4.gif UNI A.gif/UNI B.gif/UNI EX.png (midair input)
Precise Aim (Aim Opening) エイムオーペニング (A) 605 > (B) 1629 > (C) 2197 (Crouch)/Stand/(Air) EX/(CS)
Gord-aim.png Slams the tip of the scythe-head on the ground. A version is safe on block. B and EX version continue from the ground by twirling the sickle and jumping to the air and then slicing the opponent down as Gordeau lands. Those two are only used in combos. B version is an overhead. EX version has invincibility and its final slash is air-unblockable.

A brand new midair version is added in Exe:Late[st], where it acts roughly the same only without the scythe slam at the beginning and can be Tiger Knee'd as 2147A/B/C. A version has Gordeau twirl his scythe without the final slice, while the B and C versions act roughly the same as their grounded versions.


Infinite Worth

Input English Name Japanese Name Damage Guard Cancel
4.gif1.gif2.gif3.gif6.gif UNI D.gif Turbulence タービュランス 3401 Crouch/Stand/Air
Gord-iw.png Twirls the scythe around as he pleases after four quick slashes. First slash has a horizontally wide reach so attack is pretty easily to use. Move also has good invincibility and also has a wallbounce at the end if the last hit connects.


Infinite Worth EXS

Input English Name Japanese Name Damage Guard Cancel
UNI A.gif+UNI B.gif+UNI C.gif+UNI D.gif Soul Exodus (Soul Vanish) ソウルヴァニッシュ 3623
Gord-iwe.png Usable only when your own health is under 30 %

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.

Animation: Gordeau absorbs energy in the palm of his hand, then digs it deep into the opponent, ripping out their soul. He then proceeds to launch them up and kick them away before summoning his scythe and delivering the final blow: a heavy slash that wallbounces.

Combos

BASIC COMBOS

  • (5B) > 5A>5B>5C>236A>236A>236A
  • 2B>5B>5C>3C>2B>3C>2C>Charged j.C
  • 5C>236A>236A>2B>2C>j.B>j.C>5B>214B

MID-SCREEN

5A Starter

  • 5A>5B>2B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

2A Starter

  • 2A (Up to 3 times)>5B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

5B Starter

  • 5B>2B>5C>3C>236A>236A>3C>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A
  • 5B>2B>5C>3C>236A>236A>3C>2C(1)>j.B>j.C>3C>236A>236A>236A

2B Starter

  • 2B>5B>2C(1)>5C>3C>236B>236B>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A
  • 2B(Hit with the tip)>5C>3C>236A>236A>3C>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A

2C Starter

  • 2C>j.B>j.C>3C>2B>Delay 3C>3C>236A>236A>236A
  • 2C>Charged j.C>(3C>)>236A>236A>2C>236B>236B>236B
  • 2C>5A (Whiff)>5B>j.B>j.C>3C>2B>Delay 3C>3C>236A>236A>236A

3C Starter

  • 3C>236A>236A>2B>5C>j.B>j.C>3C>236B>236B>236B
  • 3C>2B>3C>236A>236A>2B>5C>j.B>j.C>3C>236A>236A>236A

6B Starter

  • 6B>22A>2B>236A>236A>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A
  • 6B>22A>3C>2B>5C>j.B>j.C>3C>236A>236A>236A

Assault Starter

  • Assault j.C>5A>5B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A
  • Assault j.C>5B>2B>5C>3C>236A>236A>2C>Charged j.C>3C>236A>236A>236A

Mortal Slide Starter

  • 236A/B>236A/B>3C>2C>Charged j.C>3C>236A>236A>236A
  • 236A/B>236A/B>3C>2B>5C>j.B>j.C>3C>236A>236A>236A

Grim Reaper Starter

  • 623A/B/C (Chain Shift)>(Dash)>j.B>j.C>5B>236B>236B>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A
  • 623A/B/C (Chain Shift)>(Dash>j.B>j.C>3C>236A>236A>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A
  • 623A/B/C (Chain Shift)>(Dash)>j.B>j.C>5B>236B>236B>2B>5C>j.B>j.C>3C>236A>236A>236A
  • 623A/B/C (Chain Shift)>(Dash)>j.B>j.C>3C>236A>236A>2B>5C>j.B>j.C>3C>236A>236A>236A
  • 623A/B (Aerial hit)>22C>(Dash)>2C>Charged j.C>j.A>j.B>3C>236A>236A>236A
  • 623A/B (Aerial hit)>22C>(Dash)>2B>5C>j.B>j.C>3C>236A>236A>236A

A or EX Assimilation Starter

  • 214A/C (Chain Shift)>5C>3C>236A>236A>2B>5C>j.B>j.C>3C>236B>236B>236B
  • 214A/C (Chain Shift)>22A>2C>236B>236B>2B>5C>j.B>j.C>3C>236A>236A>236A

Throw Starter

  • Throw (Hold the stick down)>5A>5B>2C>2B>5C>3C>236B>236B>236B (Doesn't work on Linne)
  • Throw (Hold the stick down)>5A>2C>Charged j.C>3C>236A>236A>236A

Notes:

  • 2C>Charged j.C>j.A>j.B drops really easily against Vatista and Chaos. Recommended to use other routes against them.
  • 2B>5C>j.B>j.C>3C often drops against Eltnum. Try to evade using that route.

CORNER COMBOS

5B Starter

  • 5B>2B>5C>236A>236A>Dash C>22A>5B>j.B>j.C>3C>236A>236A>236A
  • 5B>5C>3C>22B>2B>22A>5B>j.B>j.C>3C>236A>236A>236A

2B Starter

  • 2B>5C>3C>22B>2C>22A>5B>j.B>j.C>3C>236A>236A>236A

2C Starter

  • 2C > j.B > j.236B > 22C > 3C > 22B > 3C > 2C > 5C

Notable Players

Colors

1. Robbery Purple 2. The Baron of Night 3. Poseidon 4. Red Azrael 5. Thunderbird
Gord1.gif Gord2.gif Gord3.gif Gord4.gif Gord5.gif
6. Vampire and Alcohol 7. Lancelot du Lac 8. Bamboo Scythe 9. Season of Harvest 10. Legend Vermilion
Gord6.gif Gord7.gif Gord8.gif Gord9.gif Gord10.gif
11. Scharlachrot 12. Fresco Verde 13. Shadow Vice 14. Emperor of Walnut 15. Mischievous Firefly
Gord11.gif Gord12.gif Gord13.gif Gord14.gif Gord15.gif
16. Turquoise Blue 17. Atonement Blood 18. Golden Summer 19. Hard Sleet 20. Frost Skeleton
Gord16.gif Gord17.gif Gord18.gif Gord19.gif Gord20.gif
21. Gusty Edge 22. Noble Impulse 23. Amore Formaggio 24. Jade Tempest 25. Deadvlei
Gord21.gif Gord22.gif Gord23.gif Gord24.gif Gord25.gif
26. False Dawn 27. Lunar Corona 28. Falconry Hawking 29. Righteous Daddy 30. Imitate Intrigant
Gord26.gif Gord27.gif Gord28.gif Gord29.gif Gord30.gif


Gameplay
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