GGACR/Kliff Undersn/Combos

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 Kliff Undersn


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List

Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him.

Damage values listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Basic Meterless Knockdown
Very Easy


Starter > 2D > (Taunt/(dash) MEATY 236P)
The most important confirm you will learn. Followup with oki by canceling into taunt or linking a (dash) 236P after.

Basic Meterless Knockdown Part 2
Very Easy


(5P/2P/2K) > c.S/f.S > (5H) > 214S > ((dash) 2S > 236S)
The other most important confirm you will learn. The drill will not combo if you hit with f.S from too far out. Drill can combo off of lower level buttons but it is very distance dependant. Only do the (dash) 2S > 236S if it kills, carries to corner or if you have meter to FRC

Midscreen Throw Combo
Very Easy


Throw, Dash 2S > 214K
The basic meterless midscreen throw combo. Does not work on JO

Corner Throw Combo
Very Easy


Throw, Dash 2S > 236S
The basic meterless corner throw combo.

Basic Super ConversionReject Guilty Gear, return to 3S
Very Easy


(f.S) > (2H) > 236236H
This is how you convert hits outside of drill range and air hits that don't combo otherwise.

Basic j.H conversion
Easy


(IAD j.K > j.S) > j.H(launch) > dash j.K > j.S > dj.H > j.41236S > Ender
The basic way to pickup off of a launching j.H.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

6{P} LoopsYou'll be seeing red in no time
Medium


Starter > (236S FRC > 66x1/2 > 6{P})xN
THE Kliff combo. This is the single most common FRC extension you will do and is the largest contributor to Kliff's stun output. Two dashes works on every character but AX, SL, MI and AB, on Axl the 6{P} will whiff if you dash twice, On SL, MI and AB 6{P} whiffs entirely, otherwise pick based on distance.
Remember that stun damage decreases as hit count goes up and thusly this route should only be done at low hit counts or if you know it will stun the opponent.

5K 6{P}
Medium - Hard


(dash) 5K > 6{P} > 236S FRC > 6[H] > Ender
The biggest damage combo you will get. Very character specific. Refer to the list above for info. Near universal midscreen.

6{P} Punish
Medium - {Hard


6{P} > 236S, dash 2K/5K > c.S > (delay) 2S > 214K, 2S > 236S (FRC IAD dl j.H > j.214S, land 2S > 5H > (delay) 623H) or (microwalk 5K jc j.H > j.236D land 2S > 5H > (delay) 623H)
The biggest punish you will get post stun, use the first route in parenthesis if meter allows for it, otherwise use the 2nd, the first route is universal while the 2nd is not. Wait for the opponent to be fully on the ground before pressing 2S.

FRC Extensions

Midscreen FRC ExtensionAll the way to the corner
Easy - Medium


Starter > 236S FRC > (delay) 214K, TK 214S
The most useful midscreen FRC route, guarantees that the opponent ends up in the corner.

Basic Guts CrushGuts = Butter
Easy - Medium


Starter > 236S FRC > IAD dl j.H > 214S land 662S > 5H > (delay) 623HxN
The basic guts crush route, delay may be nessecary based on character and spacing.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Advanced Guts CrushButter = Guts
Easy - Hard


Starter > 236S FRC > IAD j.D land TK 214S, 662S > 5H > (delay) 623H}xN
During an airdash j.D no longer moves Kliff upwards, allowing it to hit much faster, this allows us to use it in guts crush routing to optimize damage. Difficulty depends on weight and gravity scaling, the combo will eventually become extremely difficult or impossible if the gravity scaling gets too high and this is amplified by character weight. It is possible to loop everything before the 5H on lighter characters.

Old Combo List

Note: Many of these combos are outdated, if possible refer to the above list. The full charge 6[H] and the punish sections are more recent than the rest.

  • Reminder: [x] means full charge, {x} means partial charge.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Entries listed in parenthesis are optional or situational.


Basic Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(5P/2P/2K) > c.S > 2D > Taunt any 73 ?? all Very Easy Simple midscreen combo that sets up Taunt oki link
((dash) 5P/2P/2K) > c.S > 5H/2H > 214S ▷ ((dash) 2S 236S) any 158 ?? all Easy Universal corner carry combo. Worse oki than above combo link
(5P/2P/2K) > c.S > (5H/2H) > 214S ▷ (dash) 2S > 236S FRC
> (dash whiff 214K) > dash 5K > c.S > Taunt
midscreen - corner 168 ??-25 all Easy Corner carry with meter for Taunt oki. Use 214K when far enough that it will whiff and give Kliff time to link 5K link
f.S > 2H > (2D) any 75 ?? all Very Easy Combo damage from max range f.S poke. Confirm that you're close enough for KD if you go for 2D link
(f.S) > 2H > 236236H any 151 ??-50 all Very Easy Super confirm from (f.S) 2H at max range. Pushes them back to the wall link
(IAD j.K > j.S) > j.H (launch) ▷ dash j.K > j.S > dj.H > j.41236S - ender any ~180 ?? all Easy common followup to an IAD mixup or random launched j.H link

Corner Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(c.S/f.S) > 5H > 214S , 2S > 236S anywhere 169 ?? all Very Easy Easy-peasy corner combo for decent damage
j.D ▷ dash j.K > j.S > dj.H > j.41236S ▷ (dash) 2S 236S near corner 187 ?? all Easy meterless, moderate damage punish and j.D followup. Good to note if you score a hit
6H > 214S, (dash) 2S > 236S anywhere 175 ?? all Very Easy good meterless followup if you manage to hit with a raw 6H, or can't score anything better post-dizzy
j.41236S2S > 236S FRC > IAD j.H ▷ dash j.K > j.S > dj.H > j.41236S > Ender near corner 215 -25 all Easy Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup
j.41236S2S > 236S FRC > IAD ▷ dash 5K > 6{P} > 236S FRC > 6[H] > 214K ▷ Ender (usually 2S 236S) near corner ~270 -50 FA, ED, JA, VE, TE, KL, JU Medium Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw, Dash > 2S > 236S (FRC > 214K) Anywhere 92 (107) ?? All Very Easy Meterless universal easy damage in corner. Use FRC midscreen to corner carry and chase
Throw, Dash > 2S > 214K Near corner 81 ?? All except JO Very Easy Meterless almost universal combo that trades a little damage for better oki Video
Throw, 2S > 214K, 2S > 236S Near corner 115 ?? AB, AX, BA, BR, CH, IN, KY, MI, SL, SO, TE, ZA [2] Easy to [4] Hard High damage meterless. Depending on character, the link timings range from lenient to 1 frame. Inputting a slow first link typically causes the second link to become harder or impossible Video
Throw, Dash > 2S > 214K, 2S > 236S Near corner 121 ?? KL [4] Hard High damage meterless vs Kliff. First link is very lenient, second is 1 always frame
 Throw, Dash > 2S > 236S FRC > 214P~D Near corner 96 -50 All [2] Easy Almost guaranteed stun on most of the cast. AB, PO and RO won't consistently be stunned unless their stun gauge is already high  Video

Enders

Multiple ways to end combos marked "enders" (usually with a pickup of OTG 2S) . These vary in utility, to damage, corner carry, oki, etc.

From Post 214s/j.41236s/236236h corner knockdowns:
Enders and setups.
Combo + Setup Position Damage Tension Gain Works on: Difficulty Notes Video
2S > 236S, dash 236P (meaty) any base ?? All Very Easy The most basic oki setup. Meaty 236P has an absurd number of active frames and they're all plus
2S > 236S FRC > dash 5K > slight delay c.S > Taunt (meaty) any base ?? All Very Easy Strong projectile oki setup. The kana/letters from the taunt will bounce in succession and cause staggered blockstun if you space it far enough. Lets you set up a fuzzy or some other kind of mixup. Make sure to cancel the Taunt into FD or another move to cut its recovery short
2S > 236S, dash jump forward, falling j.H taunt (meaty) any base ?? All Very Easy Jumping oki setup. Note that without an FRC, you cannot score a safejump. May not be respected if the opponent has a reversal.
2S > 236S FRC, > (j.41236S)
66 jump forward, falling j.S/H taunt (meaty)
any base ?? All Very Easy
Medium
Safejump setup. Very useful for baiting a reversal or setting up a fuzzy
2S > 236S FRC > IAD j.Dc.S > Taunt (meaty) any base -25 All Very Easy One of the most damaging meaty Taunt oki setups.
2S > 236S > 2S > 236236H (max damage) any base -50 All Easy Scores high damage due to Reflex Roar's high base value. Doesn't score as much time for oki, but still can based on height due to wallstick
2S > 236236H > 2S > 236S (max damage) any base -50 All Easy Similar to above. Means of converting off of Super.
2S > (236S FRC > 2{H} ) x N any base -25 x N All Easy 2{H} Loop. Adds a good amount of damage and is pretty burst safe if spaced properly.
2S > 236p > link rising j.p > j.214s > land, link (66) 2s > 236s corner base ?? Chipp, Sol, HOS only Easy Consistent combo extension on these 3 characters builds meter and does additional damage, worth learning
dash jump falling deep j.s (meaty, sets up fuzzy) any base -25 x N All Easy Okizeme in place of OTG ender

Full Charge 6H

Kliff's fully charged 6H does an obscene 200 damage. It's very possible to combo into this starting from outside of the corner, but doing so requires some awareness and generally tight timing. Some examples are provided below, before the corner punish combos:

6[H] Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
IAD j.K > j.S > j.H (launch) ▷ 66 5K > 6{P} > 236S FRC > 6[H] > Ender ~60% of the way to the corner. ~270 -25 Most non lightweights, TBD Hard High damage midscreen conversion link
Corner Ver. IAD j.K > j.S > j.H (launch) ▷ 66 5K > 6{P} > 236S FRC > 6[H] > Ender Near Corner ~280 -25 AN, ED, FA, JA, JU, VE, TE Medium High damage corner conversion which is character specific
IAD j.K > j.S > j.H (launch) ▷ IAD j.K > j.S > j.H ▷ 66 5K > 6{P} > 236S FRC > 6[H] > Ender At least halfway to the corner ~270 -25 Most non lightweights, TBD Hard Simliar damage to above, but works from farther away from the corner link
IAD j.K > j.S > j.H (no launch) ▷ 5K > 8j.S > j.H > j.236D, airdash > falling j.H > 66 5K > 6{P} > 236S FRC > 6[H] > Ender midscreen ~270 -50 Most non lightweights, TBD Hard High damage midscreen conversion link
j.41236S ▷ dash 2S > (5H) > 236P FRC > 66 6{P} > 236S FRC > 6[H] > Ender near corner ~265 -50 All (RK, AB, PO require 5H after the 2S) Hard High damage tk. Plummet conversion.
j.D ▷ (66 c.S), delay 2S (5H) > 236P FRC > 66 6{P} > 236S FRC > 6[H] > Ender near corner ~275 -50 All (RK, AB, PO require 5H after the 2S) Hard Similar to above, high damage conversion off of corner j.D. Does not require dash c.S against SO, OR, (TBD)
Corner Ver. IAD j.K > j.S > j.H (no launch) ▷ dash c.S > delay OTG 2S > 236P FRC > 6H > delay 214K > Ender midscreen ~260 -50 Most non lightweights, TBD Medium-
Very Hard
Higher cost, more universal, high damage corner conversion

Punish Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6P/6{P}/6[P] > 236S, 66 5K > c.S > delay 2S > 236S (> tk.214S) Corner 183(202) ?? All except PO, RO, AB Medium High damage meterless corner combo with a good amount of time for oki. The tk.214S is useful, but not necessary.
Uncharged 6P > 236S will connect against most midweights (TBD)
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H], 214K ▷ ender (usually 2S 236S). Corner ~350 ?? FA, ED, JA, VE, TE, KL, JU Medium Easier high damage, character specific, corner punish combo
(j.D) > 5K > 6{P} > 236S FRC > [6H], 214K ▷ Ender Corner ~340 ?? FA, ED, JA, VE, KL, JU Medium Easier variation of above
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H] > 214K ▷ Ender Corner ~300 -25 all Very Hard Varies in difficulty based on weight class. Lightweights are the easiest on. Midweights are very difficult, and the 236S must be FRC'd on the first frame and immediately buffered into 6[H]
6{H} 236S FRC IAD j.H ▷ 66 j.K j.S (dj.S j.H / dj.H) j.41236S - Ender Near corner ~260 -25 all Medium Only works if the opponent doesn't shake out of 6{H} stagger fast enough, but the FRC will at least keep you safe otherwise
6{P} > 236S FRC > 6[H] > (delay) 236S FRC > (66) 6[H] > (delay) 214K ▷ Ender Corner ~430 -50 all except PO, AN, SL, TE, RO) Very Hard/
Hard
Hail Mary ToD combo from an FB Chop setup. The first 6[H] has a two frame window between it and the FRC.
The second 236S must be delayed against SO, MA, CH, FA, JA, SL, AB, OR, KL, JU & TBD. The 214K must be delayed against MA, TBD
link
5K Ver
6{P} > 236S FRC > 6[H] > (delay) 214K ▷ Ender Corner ~400 -25 MI, BA, IN Hard These three are too light for another 236S out of 6[H]. Delay the 214K as long as possible, otherwise they'll be able to tech out

Dust Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5D 8 > j.S > j.H 9 > j.S > j.H > 41236S (▷ Ender) Anywhere 143 All Easy
5D 8 > j.H 9 > 41236S2S > 236S FRC > Dash > 214P~D Corner 146 -50 All Medium Stun combo

Impossible Dust Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5D8 > j.P > j.H ▷ 669j.K > j.S > JC > j.H > j.41236S ? ? ? ? Medium ?
5D8 > j.P > j.H ▷ 669j.S > JC > j.S > j.H > j.236D > j.H ▷ 669j.K > j.S > JC > j.H > j.41236S ? ? -25 ? Medium ?
5D8 > j.P > j.H ▷ j.S > jC > j.S > j.H > j.236D > (j.H) ▷ (66) > 5K > JC > j.H > j.236D > AD > j.H > j.41236S ? ? -50 ? Medium ?
5D8 > delay FD > delay j.H ▷ (66) > 5K > 6{P} > 236S FRC > 6[H] > delay 236S FRC > 6[H] > 214K > 2S > 236S ? ? -50 ? Medium ?
5D8 > IAD > j.H ▷ 669j.K > j.S > JC > j.H > j.41236S > (66 > 2S > 236S) ? ? ? Does not work on Anji, Eddie, Millia, Hos, or Venom Medium ?
5D8 > IAD > j.H ▷ 6{P} > 236S FRC > [wavedash]x2 > 214P~D ? ? ? Does not work on Anji, Eddie, Millia, Hos, or Venom Medium ?
5D8 > IABD > j.H > IAD > j.H > ▷ 6{P} 236S FRC > 6[H] > ender Corner ? ? Works on AX, BR, FA, JO, KY PO, RO, TE, ZA, hard on AB/OS Hard ?

Meme Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236S FRC > Taunt > 236S FRC > 236S FRC > 236S FRC > Taunt > 236S Corner ~210 -100 all Easy Well meme'd https://mobile.twitter.com/guiltyjake/status/1336859192422854656

Old Forum Combo Transcriptions

Combos

   - <corner> Throw/Airthrow (dash) 2s 236s FRC dash 214p~d (will dizzy most of the cast)
   - <corner> Throw/Airthrow 2S 236S FRC IAD j.H |> dash j.K j.S (j.S) dj.H j.41236s - ender
   - 5d j.S j.H Homing jump (delay) j.S j.H j.41236s - ender
   - (dash forward, blocked deep j.S) dj.K j.S j.H |> dash j.K j.S dj.H j.41236s - ender (combo from fuzzy guard)
   - j.|> j.S j.H j.236D |> (dash) 5P/5K c.S taunt
   - 2D 236P FRC IAD j.S j.H j.S j.236D j.41236S


Post-Dizzy combos

   - <Corner> [6P] 236S dash 5K {6P} 236S FRC [6H] 214k - ender (usually 2S 236S).  ~300 damage (Works on Faust, Eddie, Jam, Venom, Kliff, Justice)
   - <Corner> 5K {6P} 236S FRC [6H] >     (Works on Anji, Testament, Slayer, Order Sol, TBD) 
           -214K |> 2S 236S/ender ~280 damage. 
           -(delay) 236S  FRC [6H] 214K |> 2S 236S/ender. ~380 damage (Delay necessary against Testament, Slayer, Order Sol, TBD) 
   - <Corner> [6P] 236S FRC [6H] (delay) 236S FRC (dash) [6H] ~400 damage. (Works against everybody except Pot, Anji, Slayer, Testament, Robo)
           (The second 236S must be delayed against Sol, May, Chipp, Faust, Jam, Slayer, ABA, Order Sol, Kliff, Justice, TBD)
           (214K must be delayed against May, TBD)
   - <Corner> [6P] 236S FRC [6H] (delay) 214K FRC |> 2S 236S/ender ~400 damage (variation on Millia, Baiken, Ino)
   - {6H} 214S 2S 236S

Mid-screen:

Normal Starters

   - 2k c.s 2d 236p FRC IAD j.s j.h j.214s?
   - 2h 236236h
   - 2h CH 236p
   - IAD j.k j.s j.h dash j.k j.s dj.h j.41236s - ender (also works when doing airdash mixup - j.s j.h starter)
   - j.h (launch, far) j.s j.h j.214s?
   - j.h (launch, far) j.s j.h j.236d x N
   - 5h CH (air hit) 2s 236s/5h
   - (...) 236236h 214k (whiff)


Throw Starters

   - Throw dash 2s 5h (sets up mixup)
   - Throw dash 2s 5h 623h (max damage, meterless)
   - Throw dash 2s 5h 236236h (max damage, 50%)
   - Throw dash 2s 236s 6frc6 214k dash 5k sj.h j.41236s (usually corner carries, character specific) http://www.youtube.com/watch?v=z19Ha1tnZ8&t=16m13s 


Special Starters

   - 236p CH 2d


Force Break Starters

   - j.236d 2s 5h
   - j.236d 2s 236s


Overdrive Starters

   -236236h frc 214k whiff - ender
   -632146h 2s xN (Potemkin, Roboky)

Near-Corner:

Corner carry stuff

   - (...) 236236h FRC 214k
   - (...) 236236h FRC 214k (whiff) - ender
   - (...) 2s 236s FRC 214k
   - (...) 2s 236s FRC 214k (whiff) - ender


Corner:

Throw Starters

   - Throw - ender
   - Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender


Special Starters

   - 214s/j.214s 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender (character specific, works on Sol, more tbd)
   - 214s/j.214s - ender
   - 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
   - 236s 236236h?


Overdrive Starters

   - 236236h - ender

Combo Theory

Universal Kliff Impossible Dust starters:

5d8,9 j.p j.h 5d8,9 j.k j.h 5d8 9, falling j.h 5d8 immediate FD j.p j.h 5d8 immediate FD j.k j.h 5d8 immediate FD j.s j.h 5d8 slight delay FD slight delay j.h

combos will vary but can look like the following: 5d8,9 j.p j.h, land 669 j.k j.s jc j.h j.41236s 5d8,9 j.p j.h, land 669 j.s jc j.s j.h j.236D falling j.h land 669 j.k j.s JC j.h j.41236s (25 meter) 5d8,9 j.p j.h, land 669 j.s jc j.s j.h j.236D (falling j.h, optional, not needed if youre too far from invisible wall) land (66) 5k JC j.h j.236d AD j.h j.41236s (50 meter) 5d8 slight delay FD slight delay j.h (66) 5k 6{p} 236s FRC, immediate 6[h] slight delay 236s FRC 6[h] 214k OTG 2s 236s (50 meter, probably kills them)

midscreen 5d IAD j.h is character specific, works on...

Easy:

A.B.A. Axl Bridget Faust I-no Ky Potemkin Robo-Ky Slayer Testament Zappa

Intermediate:

Chipp Kliff Jam Johnny (works from spaced 5d only) May

Difficult (AKA not worth it):

Baiken Dizzy (immediate 5d IAD j.h only) Justice Sol

Doesn't work:

Anji, Eddie, Millia, Order Sol, Venom

Full 5d8 IAD combo will be one of the following:

5d8 IAD j.h (you can delay the "IAD" from the homing jump to get some additional height): land, 669 j.k j.s JC j.h j.41236s optional 66 2s 236s 5d8 IAD j.h land 66 delay 5k 6{p} 236s (FRC etc) 5d8 IAD j.h land 6{p} 236s FRC wavedash x2, 214p~d (stuns)

Video Examples

Character Specifics

Character Weight IOH j.K > xx 5K > 6{P} corner 6{P} > 236S FRC > 6[H] Moves vulnerable to 214P~D Comments
 A.B.A Heavy j.214S(1) No Yes, 1F - -
 Anji Mito Mid j.214S(1), no delay Yes, needs dash 5K No - -
 Axl Low Mid j.S / j.214S(1) No Yes, 1F - -
 Baiken V.Light j.S / j.214S(1) No Yes - -
 Bridget V.Light No Yes Yes - -
 Chipp Zanuff Mid j.214S(1) Yes, needs dash 5K Yes, 1F - -
 Dizzy Light j.214S(1) No Yes - -
 Eddie Mid Nothing Yes Yes, 1F - -
 Faust Mid Whiff Yes Yes - -
 I-No Light j.214S(1) No Yes - -
 Jam Kuradoberi V.Light j.214S (1) Yes Yes - -
 Justice Light j.214S / j.S Yes, needs dash 5K Yes - -
 Johnny Heavy j.S / j.214S(1) No Yes - -
 Kliff Undersn V.Light Whiff Yes Yes - -
 Ky Kiske Mid j.214S(1) No Yes, 1F - -
 May V.Light Nothing Yes Yes - -
 Millia Rage Light Whiff Yes Yes - -
 Order-Sol Mid j.S / j.214S(1) Yes, needs dash 5K Yes, 1F - -
 Potemkin V.Heavy j.214S / j.S Yes No - -
 Robo-Ky V.Heavy ??? Yes, needs dash 5K No - -
 Slayer Mid j.S / j.214S(1) Yes, needs dash 5K No - -
 Sol Badguy Mid j.S No Yes, 1F - -
 Testament Mid j.214S / j.S Yes, needs dash 5K No - -
 Venom Mid j.S / j.214S(1) Yes Yes - -
 Zappa Mid No Yes, needs dash 5K Yes - -

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