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Sd-gord

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 198 Crouch SP/JC/EX/CS
Gord-5a 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
2UNI A 176 Crouch/Stand SP/JC/EX/CS
Gord-2a Crouches and does a little jab. Longer reach than 5A and can be rapid-fired. Standard pressure tool.
Input Damage Guard Cancel
UNI B 561 Crouch/Stand SP/JC/EX/CS
Gord-5b Steps forward a bit and punches to the opponent's stomach area. Short reach.
Input Damage Guard Cancel
2UNI B 539 Stand SP/EX/CS
Gord-2b Forward low push kick with a decent reach. Standard crouching medium kick normal.
Input Damage Guard Cancel
Dash UNI B 660 Crouch/Stand SP/JC/EX/CS
Gord-db Yakuza kick. Advantageous move even on block, which allows for some pressure.
Input Damage Guard Cancel
UNI C (Hold to charge) 759 (1045) (Crouch)/Stand/Air SP/JC/EX/CS
Gord-5c 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
2UNI C 462 -> 818 Crouch/Stand SP/JC/EX/CS
Gord-2c 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 980 Crouch/Stand SP/EX/CS
Gord-dc 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 154 Stand SP/EX/CS
Gord-ja Punches downwards. Standard air-to-ground semi-light punch attack.
Input Damage Guard Cancel
j. UNI B 275 -> 640 Stand SP/EX/CS
Gord-jb Two horizontally long forward spin kicks. Decent air-to-air and air-combo filler.
Input Damage Guard Cancel
j. UNI C (Hold to charge) 671 (825) Stand SP/EX/CS
Gord-jc 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+UNI D 484 -> 1529
Gord-throw 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 during the throw, which downs them and allows for a free combo.


Force Function[]

Input English Name Japanese Name Damage Guard Cancel
UNI B+UNI C Rusty Nail ラスティネイル 1342 Crouch/Stand
Gord-ff 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
6UNI B 792 Stand SP/EX/CS
Gord-6b 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
4UNI B 660 Crouch/Stand SP/JC/EX/CS
Gord-db Same as Dash B. Added in Exe:Late[st]. Downs opponent on counter hit.
Input Damage Guard Cancel
3UNI C (Hold to charge) 671 Crouch/Air SP*/EX*/CS*
Gord-3c * 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
236 UNI A/UNI B/UNI EX Mortal Slide モータルスライド (A) 1537 > (B) 1577 > (C) 2242 Crouch/Stand SP/EX/(CS)
Gord-mortal 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
236 UNI A/UNI B/UNI C (during Mortal Slide 1st-move on ground) (UNI(EL))
6 UNI A/UNI B/UNI C (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 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
236 UNI A/UNI B/UNI C (during Shade Harvest) (UNI(EL))
6 UNI A/UNI B/UNI C (during Shade Harvest) (UNIST)
Assimilation アシミレイション CS
Gord-itadaki 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.236 UNI A/UNI B/UNI EX Mortal Glide モータルグライド (A) 1537 > (B) 1577 > (C) 2242 Crouch/Stand/Air SP/EX/(CS)
File:Gord-glide.png 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
623 UNI A/UNI B/UNI EX Grim Reaper グリムリーパー (A) 1345 > (B) 1556 > (C) 2279 Crouch/Stand EX/(CS)
Gord-grim 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
214 UNI A/UNI B/UNI EX Assimilation アシミレイション (A )1540 > (B) 1650 > (C) 1760 CS
Gord-assimilation 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
22UNI A/UNI B/UNI EX (ground input)
214 UNI A/UNI B/UNI EX (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 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
41236 UNI D Turbulence タービュランス 3401 Crouch/Stand/Air
Gord-iw 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+UNI B+UNI C+UNI D Soul Exodus (Soul Vanish) ソウルヴァニッシュ 3623
Gord-iwe 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 Gord2 Gord3 Gord4 Gord5
6. Vampire and Alcohol 7. Lancelot du Lac 8. Bamboo Scythe 9. Season of Harvest 10. Legend Vermilion
Gord6 Gord7 Gord8 Gord9 Gord10
11. Scharlachrot 12. Fresco Verde 13. Shadow Vice 14. Emperor of Walnut 15. Mischievous Firefly
Gord11 Gord12 Gord13 Gord14 Gord15
16. Turquoise Blue 17. Atonement Blood 18. Golden Summer 19. Hard Sleet 20. Frost Skeleton
Gord16 Gord17 Gord18 Gord19 Gord20
21. Gusty Edge 22. Noble Impulse 23. Amore Formaggio 24. Jade Tempest 25. Deadvlei
Gord21 Gord22 Gord23 Gord24 Gord25
26. False Dawn 27. Lunar Corona 28. Falconry Hawking 29. Righteous Daddy 30. Imitate Intrigant
Gord26 Gord27 Gord28 Gord29 Gord30


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