UNDER NIGHT IN-BIRTH Exe:Late

UNDER NIGHT IN-BIRTH Exe:Late

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Gordeau Quick-Start Guide
By CDClarke
Some brief tips including usage of normals and specials, general game plan and some introductory combos to help you get started using one of the best characters in the game.
   
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Introduction
Gordeau occupies huge amounts of space on the screen with his large scythe moves, many of which he can confirm into a combo on hit. His up-close game is also very strong with good strings and lots of different ways to mix up and pressure your opponent once you have them scared. And they should be scared - Gordeau has cemented his place at the top of many player's tier lists for UNIEL because of his many, many strengths.

Note that this guide assumes that you are at least somewhat familiar with the game's system mechanics and fighting game terminology in general.

Strengths
  • One of only two characters in the game with the ability to steal GRD from the opponent
  • Huge reach on scythe normals and specials to control the screen
  • Able to consistently confirm off mid-range options into good damage
  • Amazing range of options to open up the opponent when in close, including 2 overheads and a command grab
  • Simple to pick up with most of his combos being easy to execute and an easy-to-understand neutral game
  • Plenty of invincible moves with meter to get out of pressure
  • One of the best theme songs in the game

Weaknesses
  • No projectiles or non-physical means of controlling space, so could be succeptible to having his moves beaten out if misused
  • Some moves are situational, such as his 2C anti-air having very little horizontal reach and 3C being punishable on block
  • Scythe moves in general have long recovery on whiff, so a swift opponent could maneuver around them and punish Gordeau if they are thrown out in the wrong places
General Gameplay Tips
Here are a few tips for using Gordeau. More detailed tips can be found in the other sections.
  • When using 5C in neutral, reverse-beat into 5A or 2A to make yourself safer. Unless cancelled out of, 5C is extremely slow to recover and leaves you relatively open.
  • Once you've established close range, you have tonnes of options to open up your opponent - you can cancel into 6B or charged 5C for an overhead option, use 2B and the first hit of 2C for low options, and 214A for the command grab. Get creative and keep your opponent guessing!
  • When in vorpal state, throwing out 263B (Grim Reaper) is a great option. You take up almost the whole screen, and when chain shifted, you are completely safe on block or you can confirm into a full combo on hit.
  • 236A (Mortal Slide) is another strong option for the neutral game. On a stray hit, cancel into the first follow-up, the pull, but not the grab ender. Your opponent will be lying on the ground just waiting to be comboed! This move alone makes challenging Gordeau in neutral a scary concept.
  • In general (as far as I've been able to find in training mode) you can't put more than 2 knockdown followups in one combo. Try to bear this in mind, especially when comboing off stray Mortal Slide hits since this results in a knockdown.
  • Abuse your ability to steal the GRD gauge! Mortal Slide's last followup and Assimilation (command grab) both steal some GRD meter from the opponent, so you'll have vorpal state more often than not. Abuse the many chain shifts that you'll get as a result to continue combos and strengthen your neutral game!
  • If the opponent blocks 5C in the air, cancel into 623B (Grim Reaper) for the true anti-air, as Grim Reaper is air-unblockable.
Normals
  • 5A - A basic standing light kick. Hits low, and is Gordeau's fastest normal. Nothing special.
  • 2A - A basic crouching jab, Longer reach than 5A. Good for starting pressure as it can be cancelled into itself.
  • 5B - A gut punch that advances forward slightly. Great combo starter, and is 0 on block so good for resetting pressure during strings too.
  • 2B - A basic crouching medium kick. Good reach and a good combo starter, hits low.
  • 6B - An overhead that advances forward before striking. Not punishable on block and can be cancelled into specials on hit. A raw hit will smack the opponent to the ground allowing for an easy followup of your choice.
  • 5C - Scythe slam with ludicrous reach. Extremely unsafe on block, so reverse beat out of this into 5A or 2A for safety. Not air unblockable.
  • 5[C] - Charged version of the scythe slam. Slow to start, but hits overhead and smacks the opponent to the floor for a simple followup. Even worse on block than the uncharged version, so be sure to reverse beat.
  • 2C - An upward scythe swing that launches the opponent straight up on hit, perfect for starting air combos. The first hit hits low and does not launch, so this could be used during pressure strings for more mixups. Functions as a nice anti-air against assault and other jumps if you can predict well.
  • 3C - A low-hitting slide kick that kocks down on hit. Unsafe and uncancellable on block, so only use this in combos or at max range for more safety. The knockdown is long enough to follow up with whatever move you want, usually 2B or 2C.
  • j.A - A downward-angled jumping punch. Pretty standard air-to-ground move, nothing special.
  • j.B - Aerial double kick. Very horizontal so not great for jumping in, but good for air-to-air and combo filler.
  • j.C - Aerial axe kick. Good downward hitbox. This is your go-to jumpin with Gordeau.
  • j.[C] - Charged aerial axe kick. Same as j.C, except on air hit your opponent will be slammed into the ground for an easy followup, usually 3C.
  • 66B - Dashing kick to the stomach. Safe on block, but not much else going on here.
  • 66C - Dashing shoulder charge. Cancellable into specials on block, and wallslams the opponent on hit.
  • A+D - Throw. Wallslams normally, but on a succesful throw you can hold down to have Gordeau drop the opponent at his feet, granting a relatively difficult-to-time followup.
  • B+C - Force function. Long range, but will whiff on crouchers if used point-blank. Crumples on hit, allowing an easy followup.
Specials
  • Mortal Slide - 236X
    • 236A - A version. A is faster but has less reach than B. Without a followup input, flings the opponent away on hit. Great combo tool and neutral move.
    • 236B - B version. Does the same damage as the A version. Slower but has more reach than A. With no followup, the opponent is launched away.
    • 236C - EX version, costs 100 meter. Plus on block, and does good damage on hit.
  • Shade Harvest - 236X after Mortal Slide - The same result no matter which button is pressed. Pulls the opponent towards Gordeau, unsafe on block. On hit, the opponent is grounded allowing for followups with normals (This stops working if used late in a combo).
  • Assimilation - 236X after Shade Harvest - The last move in Gordeau's rekka series. Absorbs some GRD from the opponent and drops them to the ground, allowing for good pressure afterwards. You can combo after this if you chain shift it. Does count as a command throw on block, so if your opponent is sleeping you could go for this on block to open them up.
  • Grim Reaper - 263X
    • 263A - A version. Advances forward with scythe swings. Huge reach that covers most of the screen, air unblockable. Chain shift on hit for a combo, or on block for safety.
    • 263B - B version. Faster startup than 263A, but slower recovery. Still air unblockable.
    • 263C - EX version for 100 meter. Hits more times than normal versions, and has some invincibility at the start.
  • Assimilation - 214X
    • 214A - A version. Ground command throw with less damage than regular throw, but more reach. Absorbs some GRD. Can be followed up from by using chain shift.
    • 214B - B version. Anti-air command grab that steals some GRD. Opponent recovers in the air after this.
    • 214C - EX version, costs 100 meter. Does more damage and has some invincibility at the start. Also, the opponent cannot roll tech after this, so you are guaranteed good pressure after this if you choose not to follow up with chain shift.
  • Aim Opening - 22X
    • 22A - A version. Slams the top of the scythe on the floor. Very plus on block, but slow to start. Can be comboed off of on hit as well. In my opinion, an underrated part of Gordeau's arsenal.
    • 22B - B version. Slams the scythe, then follows up with a stylish scythe spin. Good pressure afterward since the opponent lands next to you. Faster to start than the A version. Last hit is overhead. You can also combo off this in the corner if used early in the combo.
    • 22C - EX version for 100 meter. Has some invincibility at the start, and the final slash is air unblockable. Good damage to end extended combos.
  • 41236D - Infinite Worth super, costs 200 meter. Invicible on startup and does high damage. Also the animation is very cool! Good for closing out a game if you need to squeeze out that last bit of damage.
  • A+B+C+D - Infinite Worth EXs super, costs 200 meter when you're below 30% life. Massive damage and easy to combo into, like most Infinite Worth EXs. Again, a very cool animation on this one.
Combo Guide
Gordeau's combos can be seen as a sort of wheel of options - depending on how you start, how much meter you have and where you are on the screen will affect what option you dial to.
Opening a combo with Gordeau can start in a variety of ways. Here are some opening strings you might land that leave you opponent grounded next to you -
  • 2A (1, 2 or 3 times) > 2B > 5C > 3C > 236A > 236A
  • Basic confirm string off of 2A.
  • 5A > 2B > 5B > 5C > 3C > 236A > 236A
  • Confirm off a standing low.
  • 2B > 5B > 5C > 3C > 236A > 236A
  • Confirming off of B moves instead of A moves will increase your combo damage.
  • 236A > 236A
  • Landing Mortal Slide in neutral limits your followup options a bit.
  • 214A > Chain Shift
  • Chain shifting out of a command grab is a great way to make your opponent scared to sit and block - make them fear getting grabbed!
  • Grab then hold 2 > 5A > 5B > 5C > 3C
  • A tight link after a normal throw. This one takes some practice to get the timing down but is well worth learning.
There are many other ways you can combo into 3C > 236A > 236A, but these are just a few. In any case, when you land this sequence early in the combo, in general you will follow up with 2C and jump after them into the air. Then, your wheel of options opens up again -
  • j.[C] > land > 3C > 236A > 236A > 236A
  • The generic followup from your launcher. Note that this is not possible when following up from a raw Mortal Slide knockdown.
  • j.B (both hits) > j.C > land > 5B > 214B
  • Simpler followup to the launcher, ending with a command throw. Use this when going off of A normals or raw Mortal Slide. Worse pressure afterward than the next option, but necessary to use in some situations.
  • j.B (both hits) > j.C > land > 3C > 236A > 236A > 236A
  • Slightly more advanced combo than the one above, this one has much better pressure afterwards and steals more GRD. The timing can be a little tight though, so practice this one until you have it down.
  • j.[C] > j.A > j.B > land > 3C > 236A > 236A > 236A
  • A fancy combo that you can use to follow up from raw Mortal Slide, as well as other starters. You need to cancel the charged axe kick into j.A as fast as possible to get this one to work, but it's well worth learning.
There are many, many other ways you can combo with Gordeau than just those ways listed above. For example, it is possible to combo off the Grim Reaper wallbounce without using Chain Shift with just the right spacing. Experiment for yourself to see what starters work with what enders - it's important to get a good understanding of your combo structure if you want to get creative.

For more information on combos and other Gordeau information such as frame data, check out the Mizuumi wiki here[wiki.mizuumi.net]. This is not a definitive Gordeau guide, just something to get you started using this amazing and fun character! So make sure to check out other resources online to help further your learning, and practice practice practice.
Thanks for reading and good luck!
8 Comments
Vixenvania 11 Sep, 2016 @ 12:58pm 
If you play Gordeau in this version of the game you have no soul or dignity.:salt:
CDClarke  [author] 20 Jul, 2016 @ 8:35am 
Thank you :) I'm hoping to write similar guides for other characters I play some time soon. Expect something for Eltnum, Chaos, and maybe Vatista in the future!
Gawain 19 Jul, 2016 @ 4:04pm 
This is pretty good. This'll be a good primer for those who didn't play the PS3 version and wanna pick him up.
RAD 17 Jul, 2016 @ 11:53am 
disregard footsies press 5c
OhDatsApplesMate 17 Jul, 2016 @ 2:52am 
oh holy shit
disregard footsies
acquire unlimited GRIM REAPA works
CDClarke  [author] 17 Jul, 2016 @ 2:25am 
I didn't know that, thanks!
Crimefighter 16 Jul, 2016 @ 7:26pm 
You don't even need the CS. If you're at the right spot on screen you can pick up off the 623a/b wallbounce. Max grim reapers is (at just the spacing near wall) 623a>623b>j.c>j.236c>623b(1 hit)>623c I think.
OhDatsApplesMate 16 Jul, 2016 @ 6:05pm 
623A CS 623B 623C