GGACR/Kliff Undersn: Difference between revisions

From Dustloop Wiki
No edit summary
Line 1,142: Line 1,142:
}}
}}
}}
}}
== Notable Players ==
{| class="wikitable"
!width="95"|Name (English/Japanese) !! width="85"|Color
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play
|-
| BoB || style="text-align:center;"| [[File:Kliff_slash_s.png|enter|90px]]
| Japan || Mikado || - || Retired || Character pioneer. Makes people weep on hit. || [https://youtu.be/https://z19HSa1tnZ8 Link]
|-
| Takeuchi || style="text-align:center;"| [[File:Kliff_normal_d.png|enter|90px]]
| Japan || Mikado || - || Retired to Xrd || - || [https://youtu.be/FJjXR303K4o Link]
|}


==[[Dustloop_Wiki:Roadmap/GGACR#Kliff|Roadmap]]==
==[[Dustloop_Wiki:Roadmap/GGACR#Kliff|Roadmap]]==

Revision as of 21:14, 15 December 2019

GGACR Kliff Undersn Nameplate.png
GGAC Kliff Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Step
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

Kliff works pretty well at any range closer than half a screen away. He can confirm into his combos incredibly easily, knock down without any trouble, and do OTG pickups in corner carry combos without meter. He has three good lows, an instant overhead, and one of the hardest standing dusts to see coming in the game. His 6P, Charged 2H, Force Break Chop, and 6H can all do enough dizzy damage to get an opponent seeing birds within a matter of seconds. On the flip side, using 5D puts Kliff closer to being stunned, and the higher this value, the higher the chance that Dodge will fail and leave Kliff extremely vulnerable. Kliff on offense is very strong, but must play smart when on the defensive, as his most potent tools could end up backfiring and costing him the game.


 Kliff Undersn Huge risk and huge reward,  Kliff Undersn is a big range, easy damage machine, with a focus on an ability to stun opponents incredibly easily at the risk of screwing things up for himself.

Pros
Cons
  • Enormous Range.
  • Obscene damage output with > 25% meter.
  • Very high corner carry in many conversions.
  • Strong high-low game with fuzzies, IADs, and plummet FRC.
  • Braindead easy oki and meaty tools.
  • Small target, with several low profile options.
  • Stuns opponents extraordinarily easily.
  • Horrid mobility.
  • Risky and very situational defensive options.
  • Lowest dizzy resistance in the game.
  • Some of Kliff's moves raise his own stun level.
  • Takes a lot of damage.
  • Very low tension gain.
  • Large extension of his hurtboxes on many of his longer range moves.
  • Floatiness can make defense and escape a nightmare.

Unique Mechanics


Self Stun

Many of Kliff's moves raise his stun level or are affected by it.

Kliff is capable of stunning opponents within a single combo with his high damage and moves with very high base damage and high dizzy modifiers (Such as 6P and 6H). Several moves have varying interactions with his and the opponent's stun level, so that using these moves involved becomes a large consideration of risk vs reward.

  • 5D is a strong dust that is safe on block, but it raises Kliff's own stun level on each use.
  • Two Steps Forward is a dodge that is strike invincible for its entire duration. However, each use increase's Kliff's stun level and increases the chance that the next use of this move will cause Kliff to throw out his back, leaving him free for the opponent to punish.
  • FB Hellish Charge has an offensive dizzy modifier of x119, but it is extremely slow, can only be combo'd into in very specific situations, and has a horrible recovery time. It is also not guaranteed to stun the opponent in a combo based on the opponent's stun resistance, and may not work if the opponent was recently stunned already.

All of these moves can contribute to Kliff's style of Russian Roulette. Though he can be difficult to manage defensively, Kliff is capable of dizzying and TOD'ing opponents with no prior interaction, making matches very volatile and cementing Kliff's role as the glass cannon.

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/TzSG6VRw_j0

}}


Normals

5P
GGAC Kliff 5P.png
Slap some sense into 'em
GGXXACPR Kliff 5P-1-Hitbox.png

Frames 5-7

GGXXACPR Kliff 5P-2-Hitbox.png

Frames 8-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 7 3 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Kliff 5P.png
GGXXACPR Kliff 5P-1-Hitbox.pngGGXXACPR Kliff 5P-2-Hitbox.png
Frames 5-7 • Frames 8-11


Chop. Low-key one of Kliff's best normals.

  • Tied with c.S and j.P at frame 5.
  • 7 Frame active window and self gatling. Good for catching corner backdashes.
  • Legitimately strong hitbox for starting pressure, combos, or smacking other normals on their startup
  • Even on block, and jump cancellable for IAD mixups or pressure resets.
  • Ridiculously low recovery time. Easily bait reversals slower than 4f (!!) when meatied properly.

Criminally underrated move. Useful in nearly every situation.

5K
GGAC Kliff 5K.png
Hop kick
GGXXACPR Kliff 5K-1-Hitbox.png

Frames 6-7

GGXXACPR Kliff 5K-2-Hitbox.png

Frames 8-10

Frames 11-13

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 6 8 12 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SJR 13 Launch 24 13
GGAC Kliff 5K.png
GGXXACPR Kliff 5K-1-Hitbox.pngGGXXACPR Kliff 5K-2-Hitbox.png
Frames 6-9 • Frames 10-13


Tekken Style Launcher.

  • Scores a launch into an air combo, which is usually pretty limited when used as a starter.
  • Has some low invincibility can go over some moves, as well as work as a janky Anti-Air.
  • Short range limits 5K's use in neutral.
  • Decent in blockstrings because of its gatling options as well as jump cancel into instant air dash.
  • Most useful after a low j.H, or as an ender after air hit 236S, into c.S for knockdown to Taunt oki.

Midscreen and against some characters in the corner, 5K combos to 6{P} as either a starter or extension, leading to dreaded 6[H]s.

Additional Frame Data: Initial prorate 90%. Floats opponent on hit (untechable for 24F).

c.S
GGAC Kliff cS.png
Big AA hitbox and knockdown tool.
GGXXACPR Kliff cS-1-Hitbox.png

Frames 5-6

GGXXACPR Kliff cS-2-Hitbox.png

Frames 7-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 7 7 15 -5 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 17 14
GGAC Kliff cS.png
Big AA hitbox and knockdown tool
GGXXACPR Kliff cS-1-Hitbox.pngGGXXACPR Kliff cS-2-Hitbox.png
Frames 7-8 • Frames 9-13
•Slams down opponent on air hit


Both the starter and the ender.

  • Matches Kliff's fastest normals at 5F. Decent Anti-Air and horizontal reach.
  • Knocks down airborne opponents. Usually used post 5P/5K at the end of combos to set up taunt oki.
    • From air confirms, goes straight into OTG 2S > 236S.
  • Has a generous activation range and is jump cancellable, making it good to use mid blockstring.
  • Can start grounded punishes and leads to airdash pressure.
  • Combos to IAD j.K on Counter Hit, and IAD j.S on crouching Counter Hit.

Additional Frame Data: Slams down opponent on air hit (untechable for 17 frames).

f.S
GGAC Kliff fS.png
Start some combos from half screen
GGXXACPR Kliff fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 11 3 15 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Kliff fS.png
Start some combos from half screen
GGXXACPR Kliff fS-Hitbox.png


Kliff's main ranged ground poke.

  • Great reach and easy confirmation to Skull Crusher makes this built for harrassment.
  • Very safe when blocked at range.
  • Usually cancelled into either 2H, 2D, or 236P on block for pushback or frame advantage.
  • Can confirm from midscreen launches that are too far away to convert into closer buttons.
    • (e.g. from far j.D, 6P against extended hurtboxes, etc.)
  • Be careful, as a good portion of the blade becomes part of Kliff's hurtbox.
5H
GGAC Kliff 5H.png
The Killer
GGXXACPR Kliff 5H-1-Hitbox.png

Frames 14-16

GGXXACPR Kliff 5H-2-Hitbox.png

Frames 17-19

GGXXACPR Kliff 5H-3-Hitbox.png

Frames 20-22

GGXXACPR Kliff 5H-4-Hitbox.png

Frames 23-25

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
54 Mid 14 12 15 -8 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Kliff 5H.png
The Killer
GGXXACPR Kliff 5H-1-Hitbox.pngGGXXACPR Kliff 5H-2-Hitbox.pngGGXXACPR Kliff 5H-3-Hitbox.pngGGXXACPR Kliff 5H-4-Hitbox.png
Frames 14-16 • Frames 17-19 • Frames 20-22 • Frames 23-25
•Pulls in opponent on air hit
•Staggers on ground CH (max 35F)


Massive but slow, multi purpose normal.

  • Big damage, meterless combo starter and extension to 214S from close.
  • Large coverage Anti-Air. Hits behind Kliff.
  • Vacuums on air hit for tech traps or 623HxN to tack on as much damage as possible.
  • Staggers on ground CH, untechable float on CH. Leads to big stuff.
  • Slow startup can be beneficial for frame traps after P and K normals.
  • Can convert to big extensions after an air hit 236S.

Additional Frame Data: Pulls in opponent on air hit (untechable for 18F). Staggers opponent on CH (max 37F).

6P
GGAC Kliff 6P.png
Who did you think taught May how to punch!?
GGXXACPR Kliff 6P-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
No Charge


6P Lv1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 13 7 17 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~8F Above Chest
9~12F Upper Body
13~19F Above Knees
20~26F Feet
SR 13 Launch 28 14 13
GGAC Kliff 6P.png
GGXXACPR Kliff 6P-Hitbox.png
•Floats on CH (untechable for 60F)

Vertical May 6P. Slow but with a pretty good hitbox.

  • Decent anti-air, but with almost no horizontal range. Most reliable right above you.
  • Very high stun damage, will probably dizzy in two counterhits.
  • Combos into c.S to knock down, which converts to 2S.
  • High recovery, riskier AA than some other options.
  • Fully untechable knockdown on CH and leads to 236S, meaning you get huge damage with an FRC.
  • Combos to 236S meterlessly on ground hit against most midweights. Leads to frame perfect 236S FRC 6[H] near the corner.

Additional Frame Data: Floats opponent on ground hit (untechable for 28F). Floats and knocks down opponent on ground CH (untechable for 60F). Above chest invincible 1~8F. Upper body invincible 9~12F. Above knees invincible 13~19F. Feet invincible 20~26F. Dizzy modifier x3.

Partial Charge


6P Lv2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 22-70 7 28 -21 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 45 30 13
GGAC Kliff 6P.png
GGXXACPR Kliff 6P-Hitbox.png
•Dizzy modifier x4
•Can't gatling cancel
•Attack occurs on 22F if button is released between 12~17F
•Attack occurs 5F after button release if released between 18~65F

Kliff's real dizzy punish starter.

  • Fully untechable launch on hit, leading to guaranteed conversions.
  • Still upper body invul during the charge, can be useful to hold it to go under moves like Order Sol's Rock It.
  • Most often used post dizzy to do stronger conversions from 236S FRC.
  • Loses the ability to gatling when charged, but can still special/super cancel.
  • Occasionally still useful as an anti-air, but it has significantly more recovery than uncharged.
  • Combos from 5K midscreen, leading to 236S FRC 6[H] confirms.
    • Also works in the corner, but is far more character limited. (Check the combo section for more on this)

Additional Frame Data: Floats opponent on hit (untechable for 45F). Knocks down opponent on air hit (untechable for 30F). [Untranslated]. Dizzy modifier x4. Can't gatling cancel. Attack occurs on 22F if button is released between 12~17F. Attack occurs 5F after button release if released between 18~65F.

Full Charge


6P Lv3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 66+5 7 28 -21 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 45
GGAC Kliff 6P.png
GGXXACPR Kliff 6P-Hitbox.png
•Dizzy modifer x4.5
•Can't gatling cancel
•Attack comes out 5F after button release if charged for 66F

If it weren't for FB Chop this would be the highest stun damage move in the game.

  • 4.5 dizzy modifier and 40 base damage means a pretty high dizzy chance.
  • Otherwise functionally identical to partial charge 6{P}.

Additional Frame Data: Floats opponent on hit (untechable for 45F). Dizzy modifer x4.5. Can't gatling cancel. Attack comes out 5F after button release if charged for 66F.

6H
GGAC Kliff 6H.png
The Murder Machine
GGXXACPR Kliff 6H-1-Hitbox.png

Frames 28-29

GGXXACPR Kliff 6H-2-Hitbox.png

Frames 30-34

GGXXACPR Kliff 6H-3-Hitbox.png

Frames 35-36

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
No Charge


6H Lv1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
100 High 28 9 63 -50 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 70% SR 18 Stagger 35 30 15
GGAC Kliff 6H.png
The Murder Machine
GGXXACPR Kliff 6H-1-Hitbox.pngGGXXACPR Kliff 6H-2-Hitbox.pngGGXXACPR Kliff 6H-3-Hitbox.png
Frames 28-29 • Frames 30-34 • Frames 35-36
•Staggers for max 35 frames on normal hit

Big, slow-ass overhead that hits more often than it should.

  • Massive, Head-splitting damage combo starter and occasional mixup normal. People will forget to air FD against this.
  • Staggers on hit, special cancellable for conversion or to make it safe with 236P.
  • Leads to extensive damage and will drastically raise their dizzy level even with its slight prorate.
  • Will sometimes come in clutch if you don't OS your throw with another normal.
  • Don't whiff this move.

Additional Frame Data: Staggers opponent on ground hit (Max 35F). Knocks down opponent on air hit (untechable for 30F)

Partial Charge


6H Lv2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
120 High 40-79 9 63 -50 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 70% SR 18 Stagger 35 16 + GBounce 15
GGAC Kliff 6H.png
GGXXACPR Kliff 6H-1-Hitbox.pngGGXXACPR Kliff 6H-2-Hitbox.pngGGXXACPR Kliff 6H-3-Hitbox.png
•Attack occurs on 40F if button is released between 13~30F
•Attack occurs 10F after release if released between 31~69F
•Staggers for max 35 frames on normal hit

Dizzy punish starter which offloads damage immediately as opposed to 6{P}.

  • Strong damage out of overall short combos.
  • Same stagger as uncharged, but 20% more damage means more dizzy and greater output.
  • Even a basic 6{H} 236S will deal a huge chunk.
  • Used post 236S, won't connect to anything else unless you use point blank 623H or Reflex Roar, or you're against Johnny. Best used here if it'll kill.

Additional Frame Data: Staggers opponent on ground hit (max 35F). Ground bounces opponent on air hit (untechable for 50F). Attack occurs on 40F if button is released between 13~30F. Attack occurs 10F after release if released between 31~69F.

Full Charge


6H Lv3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
200 High 70+8 9 63 -50 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 70% SR 18 Launch 40 + GBounce 15
GGAC Kliff 6H.png
GGXXACPR Kliff 6H-1-Hitbox.pngGGXXACPR Kliff 6H-2-Hitbox.pngGGXXACPR Kliff 6H-3-Hitbox.png
•Attack comes out 8F later if charged for 70F

Touch of Death Time >:)

  • 200 base damage. Will generally score 80-180 damage mid combo. Possible to get 2 (Maybe 3?!) per combo with meter.
  • Almost fully untechable floor bounce on hit for (delayed) 214K or 236S followups.
  • Requires an air hit/floated 236S FRC that leads to the corner in order to combo into, but is always desirable if possible.
    • Most commonly done post-dizzy.
  • Too slow to be used as a combo starter out of a FB Chop against players who mash out, but might work if you score a dizzy off of a stray hit.
    • Post FB Chop, if you have 50% meter, you can FRC and do this immediately if it'll kill and they still have a burst.
  • (Generally) Don't use this in neutral.

Additional Frame Data: Groundbounces opponent on hit (untechable for 50F). Attack comes out 8F later if charged for 70F.

5D
5D
GGAC Kliff 5D.png
All Hitbox Baby
GGXXACPR Kliff 5D-1-Hitbox.png

Frames 27-29

GGXXACPR Kliff 5D-2-Hitbox.png

Frames 30-32

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High 27 6 19 -6 5 15 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 18~18F, 42~45F Feet
19~41F Lower Body
R 18 Launch 48 18 15
GGAC Kliff 5D.png
GGXXACPR Kliff 5D-1-Hitbox.pngGGXXACPR Kliff 5D-2-Hitbox.png
Frames 27-29 • Frames 30-32
•Kliff is airborne from 18~41F
•Kliff's stun rating increases by 10 on 18F
•Even if this puts his stun rating over max he won't be dizzied unless he gets hit


Extremely good overhead, in exchange for raising Kliff's own stun.

  • Ranged, safe on block dust. Difficult to see in neutral because the startup looks exactly like Kliff's crouch animation.
  • Leads into good damage and knocks down from anywhere.
    • Can lead to FB Chop out of an Impossible Dust.
  • Can be made even safer by (FD) Cancelling the end of the recovery.
  • The latter end of the active frames can be low profiled if too far away.
  • Increases Kliff's stun by 10 every use. Avoid relying on this, as it will put Kliff in an awful spot on the defensive, as well as making Dodge less reliable.

Additional Frame Data: Kliff is airborne from 18~41F. Feet invincible on 18F and from 42~45F. Lower body invincible 19~41F. Can cancel into Faultless Defense from 45~46F. Can cancel into anything but movement from 47~48F. Kliff's stun rating increases by 10 on 18F. Even if this puts his stun rating over max, he won't be dizzied unless he gets hit.

2P
GGAC Kliff 2P.png
Kliff feels around, his hair covering his eyes too much
GGXXACPR Kliff 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 5 4 7 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Kliff 2P.png
GGXXACPR Kliff 2P-Hitbox.png


Shorter range 5P.

  • Kliff's shortest range normal. Can be used to mash out close up.
  • Probably Kliff's only reliable tick throw due to range and being -1
  • Doesn't lead to much of anything different from 5P.

Gatling Options: 2P,5P,6P,5K,2K,c.S,f.S,2S,5H,2H,5D,2D

2K
GGAC Kliff 2K.png
Watch the shins
GGXXACPR Kliff 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Low 7 4 13 -5 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% 5~13F Low Profile SR 11 12 12 12
GGAC Kliff 2K.png
GGXXACPR Kliff 2K-Hitbox.png


Kliff's main low option. Necessary for conditioning.

  • Decent ranged low, Kliff's quickest low option with meterless confirms.
  • Can be used to start pressure as it will combo into c.S or 2H on hit.
  • Low profiles slightly. Can go under some early jump ins or projectiles.
  • Works well when faking out a 5D by holding crouch for a bit.
  • RC and immediately j.K for a fuzzy guard.

Additional Frame Data: Initial prorate 80%. Low profile 5~13F.

2S
GGAC Kliff 2H.png
Low crush and removes OTG. BnB combo tool.
GGXXACPR Kliff 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 15 6 17 -4 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 70% 4~14F, 30~32F Feet
15~26F Lower Body
27~29F Leg
SR 18 Crouch 20 18 + GBounce 15
GGAC Kliff 2H.png
BnB combo tool
GGXXACPR Kliff 2S-Hitbox.png
•Removes OTG status on hit


Ignores the rules.

  • Vital combo tool that hits and removes OTG.
  • Converts to S Bellowing Roar for KD/extension, and 5H for tech traps or character specific conversions.
  • Kliff's hop makes this an excellent low crush and frame trap tool.
  • Fairly slow button, will not combo from P or K normals.
  • Floats up slightly on OTG hit. Can link a 5P/5K deep in the corner.

Additional Frame Data: Forced prorate 70%. Forces opponent into crouching state on ground hit. Ground bounces opponent on air hit (untechable for 28F). Feet invincible 4~14F, 30~32F. Lower body invincible 15~26F. Leg invincible 27~29F. Removes OTG status on opponent on hit.

2H
GGAC Kliff 2S.png
It doesn't look like a low,
but it sure hits like one
GGXXACPR Kliff 2H-1-Hitbox.png

Frames 13-14

GGXXACPR Kliff 2H-2-Hitbox.png

Frames 15-16

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
No Charge


2H Lv1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
43 Low 12 4 26 -13 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 16 14
GGAC Kliff 2S.png
It doesn't look like a low,
but it sure hits like one
GGXXACPR Kliff 2H-1-Hitbox.pngGGXXACPR Kliff 2H-2-Hitbox.png
Frames 13-14 • Frames 15-16
•Attack is fully extended on 15F

Low hitting threat from a range that only one other character can similarly threaten at.

  • Strong poke and combo tool. Combos from S normals at nearly any range.
  • Will often tag people retreating or mis-approximating its reach.
  • Combos to 214P from almost anywhere but tip range, and into pressure and potential combo extension with 236P.
  • Will get tagged if it whiffs or there's another hitbox in the way when it extends.

Additional Frame Data: Attack is fully extended on 15F. Wall bounces opponent on air hit (untechable for 16F).

Partial Charge


2H Lv2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 Low 36-69 4 18 -5 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 Stagger 45 40 + WBounce 14
GGAC Kliff 2S.png
GGXXACPR Kliff 2H-1-Hitbox.pngGGXXACPR Kliff 2H-2-Hitbox.png
•Attack occurs on 36F if button is released between 26~29F
•Attack occurs 7F after button release if released on 30~63F
•Attack occurs 5F after button release if released on 64F
•Can't gatling cancel

Easy, burst safe corner combo fodder.

  • Staggers on normal hit for easier confirms into 214K, 236S, or 236236P.
  • Loops after a 236S FRC by causing wallstick against an airborne opponent.

Additional Frame Data: Staggers opponent on ground hit (max 45F). Wall sticks opponent on air hit (untechable for 40F). Attack occurs on 36F if button is released between 26~29F. Attack occurs 7F after button release if released on 30~63F. Attack occurs 5F after button release if released on 64F.

Full Charge


2H Lv3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
70 Low 65+4 4 18 -3 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 Launch 50 + WBounce 15
GGAC Kliff 2S.png
GGXXACPR Kliff 2H-1-Hitbox.pngGGXXACPR Kliff 2H-2-Hitbox.png
•Dizzy modifier x1.5
•Attack occurs 4F after button release if released on 65F
•Can't gatling cancel

Rarely used, but causes a wallbounce on hit.

  • Higher damage, but actually slightly harder to confirm than 2{H}.
  • Not known to have combo use, as 6[H] is preferable at the time it takes to combo this.
  • Still confirms into 236S and 236236P. Might still confirm into 2S.

Additional Frame Data: Wall bounces opponent on hit (untechable for 50F). Dizzy modifier x1.5. Attack occurs 4F after button release if released on 65F.

2D
GGAC Kliff 2D.png
You never forget how to pole dance
GGXXACPR Kliff 2D-1-Hitbox.png

Frames 7-9

GGXXACPR Kliff 2D-2-Hitbox.png

Frames 10-13

GGXXACPR Kliff 2D-3-Hitbox.png

Frames 14-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Low 7 10 21 -14 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 Down 16 14
GGAC Kliff 2D.png
GGXXACPR Kliff 2D-1-Hitbox.pngGGXXACPR Kliff 2D-2-Hitbox.pngGGXXACPR Kliff 2D-3-Hitbox.png
Frames 7-9 • Frames 10-13 • Frames 14-16


Oh me oh my. Kliff's best normal, possibly the best sweep in the game.

  • Frame 7, low profile sweep with incredible range.
  • Cancelled into Taunt for oki on hit, and into 236P for frame advantage or a conversion.
  • Links to 2S on CH. Works on normal hit against May, Baiken, Jam, Anji, I-no, Kliff, and ABA.
  • Shifts Kliff's hurtbox and hitbox forward away from his collision box, letting him go *around* some moves.

Incredible move. This last point is important, as in if the opponent goes for a move with forward momentum, sometimes Kilff will pass around them without physically crossing them up, leading to janky, confusing situations where you can get the advantage if they're not prepared.

j.P
GGAC Kliff jP.png
No! That thing, you idiot!
GGXXACPR Kliff jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 High/Air 5 8 8 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Kliff jP.png
GGXXACPR Kliff jP-Hitbox.png


Great air-to-air and jumping anti-air.

  • Decent horizontal range, good hitbox/hurtbox ratio.
  • Self cancellable and low recovery. One of Kliff's few safe air options in exchange for having the worst range (relatively).
  • Combos into j.S for solid damage.
  • It's mostly used while rising to catch jumps and other jump moves, and OS'd with j.H for airthrow attempts.
j.K
GGAC Kliff jK.png
Why blocking low
against Kliff is a meme
GGXXACPR Kliff jK-1-Hitbox.png

Frames 7-8

GGXXACPR Kliff jK-2-Hitbox.png

Frames 9-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 7 5 6 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SJR 11 12 12 12
GGAC Kliff jK.png
Why blocking low against Kliff is a meme
GGXXACPR Kliff jK-1-Hitbox.pngGGXXACPR Kliff jK-2-Hitbox.png
Frames 7-8 • Frames 9-11


The staple Kliff mixup tool.

  • Low reaching normal used mostly for instant overheads and fuzzy guards
  • Has a disjointed hitbox suited air-to-ground, or air-to-air when above them.
  • Sometimes used for air confirms, particularly to lead into FB Roar.
  • Leads to significant damage out of IADs (and IOHs with meter).
  • Can be used for a tick throw by whiffing j.P afterwards, or other delayed fall attacks.

Go-to normal out of airdashes and leads to some nasty mixup situations. It doesn't have much horizontal range, so it's mainly used when you've already conditioned or forced the opponent to block.

Additional Frame Data: Initial prorate 90%

j.S
GGAC Kliff jS.png
Still knows how to cut, he does
GGXXACPR Kliff jS-1-Hitbox.png

Frames 9-10

GGXXACPR Kliff jS-2-Hitbox.png

Frames 11-12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 9 4 17 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SJR 13 14 14 13
GGAC Kliff jS.png
GGXXACPR Kliff jS-1-Hitbox.pngGGXXACPR Kliff jS-2-Hitbox.png
Frames 9-10 • Frames 11-12


Decent air-to-air normal at range. Can hit deceptively deep.

  • Fat and wide hitbox for tagging airborne opponents.
  • Sometimes passable jump-in, but doesn't hit much below Kliff.
  • Big hurtbox extension. Avoid using it too closely if they're not already blocking.
  • Combos into j.H for big conversions.
  • Works as a safejump (off j.41236S), fuzzy setup, and sometimes an IOH.
  • Due to Kliff's slow fall speed, combined with this move's more subtle startup animation, you can hit after a somewhat deep j.K right before hitting the ground, and it becomes very ambiguous between it and 2K.

Additional Frame Data: Initial prorate 80%

j.H
GGAC Kliff jH.png
Wack
GGXXACPR Kliff jH-1-Hitbox.png

Frames 10-13

GGXXACPR Kliff jH-2-Hitbox.png

Frames 14-15

Frames 16-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 10 8 19 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SR 16 17 29
GGAC Kliff jH.png
Inexplicably an instant overhead
GGXXACPR Kliff jH-1-Hitbox.pngGGXXACPR Kliff jH-2-Hitbox.png
Frames 10-13 • Frames 14-17
•Launches opponent on ground hit if hit during last 4 active frames (untechable for 29F)


Large, slow attack. Situational in neutral, but vital in confirms.

  • Massive hitbox circling around Kliff. Hits behind on startup, working as a wonky crossup.
  • Launches during the latter half of its active frames. This is when the hitbox is generally between directly below Kliff or in front of him.
  • Big rewards on hit, but the situation will change each route.
  • Awful hurtbox extension. Make sure to OS with j.P when going for airthrows.
  • Will always have a gap when chained into on block that can be reversal'd through (e.g. j.S > j.H is not airtight).
    • However, this window can actually work in your favor as it may tag players who buffer inputs during blockstun.

Requires some situational awareness for optimal use:

  • Hit as a crossup or early: keeps the opponent grounded. Confirm into 5P/c.S on landing for grounded confirms or 5K for a launch if close enough.
  • Hit later or at the launch side during a combo: launches opponents for generally big damage. Huge damage when hit as low as possible.
  • Counter hit: Fully untechable launch. More time to confirm, but avoid an OTG 2S as long as possible due to the forced prorate.
  • Non-launch grounded Counter hit: Gains a large amount of untechable time, making the followup confirm much easier.

Additional Frame Data: Floats opponent on ground hit if hit during last 4 active frames (untechable for 29F). Knocks down opponent on air hit (untechable for 29F).

j.D
GGAC Kliff jD.png
Wackier
GGXXACPR Kliff jD-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 High/Air 25 Until landing 14 after landing -2 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% RF 12 Launch 27 + GBounce 14 23~24F
GGAC Kliff jD.png
GGXXACPR Kliff jD-Hitbox.png
•Listed Frame Adv is for j.D performed at minimum height


Sometimes you just gotta let your weapon carry you.

  • Stalls before plummeting. Used to bait anti airs, throws, and some reversals.
  • Big hitbox which is extremely difficult to Anti-Air, but is easily punished on block.
  • Can be FRC'd or FDC'd before it starts. The FRC will maintain downwards momentum, but FDC will cause Kliff to float upwards very slowly.
  • Will always retain its landing recovery unless you (F)RC and use a different jumping special move before you hit the ground.
    • This means it's better to (F)RC and airdash and/or use j.41236S and then do something on landing if they're not conditioned to attempt an Anti-Air.
  • Easy, sometimes big damage conversions in the corner with meter.
  • Situational combos midscreen, can sometimes score a f.S or j.S if it hits deep enough. Otherwise your best bet is an immediate Reflex Roar.
  • Floats higher and untechable for longer on counter hit, leads to confirms from anywhere.

Additional Frame Data: Initial prorate 90%. Ground bounces opponent on hit (ground hit untechable for 37F, air hit for 27F). Blockstun 12F. FRC timing 23~24F.

Universal Mechanics

Ground Throw
GGAC Kliff throw.png
Flip 'em over
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 46 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Kliff throw.png
•Sends opponent on opposite side of throw direction
•Dizzy modifier x0.8


Alley Oop.

  • Above average throw range. Important part of Kliff's mixup.
  • Leads to short, easy combos midscreen with OTG 2S.
  • Can lead to monstrous damage in the corner by doing a full confirm, or by combo'ing into FB Chop.
  • OS with either K or c.S for a potential launch or Anti-jump.

Additional Frame Data: Forced prorate 50%. Dizzy modifier x0.8.

Air Throw
GGAC Kliff airThrow.png
Make 'em listen
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 90 pixels 6,7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Kliff airThrow.png
•Dizzy modifier x0.8


Sometimes you just need to really get the point across.

  • Also above average air throw range.
  • Full confirms midscreen (Sometimes only from low heights, depending on the character) and in the corner.
  • Has exactly the same confirms as Ground Throw. Big damage or 50% meter for an almost guaranteed stun.
  • Best OS'd with j.P, though j.K and occasionally j.S work as well.

Additional Frame Data: Forced prorate 50%. Dizzy modifier x0.8.

Dead Angle Attack
GGAC Kliff 5K.png
Pay attention, whippersnapper!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 All 12 4 12 -2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 5~15F Strike R 13 Launch 60 13
GGAC Kliff 5K.png
GGXXACPR Kliff 5K-2-Hitbox.png


Probably the worst Dead Angle in the game. Use Backdash or 214P Dodge instead.

  • The good: Safe on block, harder to low profile than most DAAs, converts near the corner.
  • Not invincible until frame 5, must be timed correctly.
  • Will always lose to multi-hit projectiles with fewer than 5f between active windows.
  • No throw invulnerability either; extremely easy to bait this janky move as it starts.

Additional Frame Data: Forced prorate 50%. Strike invincible 5~15F. Blows back opponent on hit (untechable for 60 frames).


Specials

Bellowing Roar
236P/S
GGAC Kliff 236P.png
KFE: Kliff Fried Eggs
GGXXACPR Kliff 236P-1-Hitbox.png

Frames 16-18

GGXXACPR Kliff 236P-2-Hitbox.png

Frames 19-21

GGXXACPR Kliff 236P-3-Hitbox.png

Frames 22-24

GGXXACPR Kliff 236P-4-Hitbox.png

Frames 25-27

GGXXACPR Kliff 236P-5-Hitbox.png

Frames 28-30

GGXXACPR Kliff 236P-6-Hitbox.png

Frames 31-33

GGXXACPR Kliff 236P-7-Hitbox.png

Frames 34-36

GGXXACPR Kliff 236P-8-Hitbox.png

Frames 37-39

GGXXACPR Kliff 236P-9-Hitbox.png

Frames 40-42

GGXXACPR Kliff 236S-1-Hitbox.png

Frames 22-24

GGXXACPR Kliff 236S-2-Hitbox.png

Frames 25-27

GGXXACPR Kliff 236S-3-Hitbox.png

Frames 28-30

GGXXACPR Kliff 236S-4-Hitbox.png

Frames 31-33

GGXXACPR Kliff 236S-5-Hitbox.png

Frames 34-36

GGXXACPR Kliff 236S-6-Hitbox.png

Frames 37-38

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


236P
P Bellowing Roar
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 All 16 27 4 +3 5 3 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/3.60 F 18 19 18 15 17~19F
GGAC Kliff 236P.png
P
GGXXACPR Kliff 236P-1-Hitbox.pngGGXXACPR Kliff 236P-2-Hitbox.pngGGXXACPR Kliff 236P-3-Hitbox.pngGGXXACPR Kliff 236P-4-Hitbox.pngGGXXACPR Kliff 236P-5-Hitbox.pngGGXXACPR Kliff 236P-6-Hitbox.pngGGXXACPR Kliff 236P-7-Hitbox.pngGGXXACPR Kliff 236P-8-Hitbox.pngGGXXACPR Kliff 236P-9-Hitbox.png
P: Frames 16-18 • P: Frames 19-21 • P: Frames 22-24 • P: Frames 25-27 • P: Frames 28-30 • P: Frames 31-33 • P: Frames 34-36 • P: Frames 37-39 • P: Frames 40-42
•Destroys other projectiles
•Attack is fully extended on 25F

Lesser Fried Egg. Excellent oki tool and good in pressure.

  • +3. Great for oki and pressure resets.
  • When meatied or FRC'd, it's possible to gain nearly 30 frames of advantage.
  • Decimates one hit of other projectiles, can help negate other zoners' games.
  • Serves as a decent poke, but awful on whiff.
  • Good for conversions after 2D with an FRC.

The FRC lends itself to extending P Bellowing Roar's pressure status, and when used after 2D, an airdash will allow you to convert if the 2D hit, or continue pressure if it was blocked.

Additional Frame Data: Destroys other projectiles. Attack is fully extended on 25F. FRC timing 17~19F.

S


236S
S Bellowing Roar
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
64 All 22 18 48 -32 5 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/3.60 F 18 Launch 67 + Slide 51 15 23~26F
GGAC Kliff 236S.png
S
GGXXACPR Kliff 236S-1-Hitbox.pngGGXXACPR Kliff 236S-2-Hitbox.pngGGXXACPR Kliff 236S-3-Hitbox.pngGGXXACPR Kliff 236S-4-Hitbox.pngGGXXACPR Kliff 236S-5-Hitbox.pngGGXXACPR Kliff 236S-6-Hitbox.png
S: Frames 22-24 • S: Frames 25-27 • S: Frames 28-30 • S: Frames 31-33 • S: Frames 34-36 • S: Frames 37-38
•Destroys other projectiles
•Attack is fully extended on 31F

Greater Fried Egg. Bread and Butter combo tool

  • Deals great damage and causes floor slide for conversions or oki.
  • Enormous hitbox.
  • Horribly unsafe on block and whiff unless FRC'd.
  • Universal combos after FRC. Used in all of Kliff's major loops.
  • Meterless conversions if hit against an airborne opponent, notably after 6{P}.

The FRCs on these moves are vital to playing Kliff effectively. Learn them.

Additional Frame Data: Destroys other projectiles. Attack is fully extended on 31F. FRC timing 23~26F. Slides opponent on hit (untechable for 67F, slides for 51F).

Skull Crusher
214S air OK
GGAC Kliff 214S.png
The Dragonslayer takes
Kliff for a ride
GGXXACPR Kliff 214S-1-Hitbox.png

1st Hit (Frames 10-13)/
5th Hit (Frames 26-29)

GGXXACPR Kliff 214S-2-Hitbox.png

2nd Hit (Frames 14-17)/
6th Hit (Frames 30-33)

GGXXACPR Kliff 214S-3-Hitbox.png

3rd Hit (Frames 18-21)

GGXXACPR Kliff 214S-4-Hitbox.png

4th Hit (Frames 22-25)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


214S
Skull Crusher
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14×6 All 10 4×6 25 -8 4 14×6 6×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/1.20×6 R 16 17×5, Launch 16×5, 28 7
GGAC Kliff 214S.png
GGXXACPR Kliff 214S-1-Hitbox.pngGGXXACPR Kliff 214S-2-Hitbox.pngGGXXACPR Kliff 214S-3-Hitbox.pngGGXXACPR Kliff 214S-4-Hitbox.png
1st hit (Frames 10-13),
5th hit (Frames 26-29) • 2nd hit (Frames 14-17),
6th hit (Frames 30-33) • 3rd hit (Frames 18-21) • 4th hit (Frames 22-25)
•Kliff is airborne from 7~54F
•Kliff is in CH state from 1~55F

Transport attack, kind of a pain in the ass to deal with.

  • Good in combos and as a (whiff) punish due to its large hitbox, speed, and range.
  • Will beat many specific moves because of multiple hits, breaking through armor and riskier long range moves (e.g: Potemkin's slidehead and hammerfall).
  • Airborne from frame 7, will go over some things.
  • Unsafe on block, and in counterhit state for almost the entire duration, but can be difficult to punish at some ranges.
  • Leads to a mixup and lets Kliff get in when RC'd on block. Save yourself if the opponent knows can punish you consistently.
  • Combos into 2S unless you hit extremely far away.
  • Will usually not knock down an airborne opponent: they'll be able to tech the last hit and punish you.

Additional Frame Data: 6th hit floats opponent on ground hit. Kliff is airborne from 7~54F. Hitstop 7F. Kliff is in CH state from 1~55F.

Air


j.214S
Air Skull Crusher
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14×6 All 9 4×6 Until landing+6 -7 4 14×6 6×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/1.20×6 RF 16 17×5, Launch 42 7 39~41F
GGAC Kliff 214S.png
GGXXACPR Kliff 214S-1-Hitbox.pngGGXXACPR Kliff 214S-2-Hitbox.pngGGXXACPR Kliff 214S-3-Hitbox.pngGGXXACPR Kliff 214S-4-Hitbox.png
•Listed Frame Adv is for TK Air Skull Crusher performed as fast as possible (startup 12F)

Air drill. Leads to air knockdowns when close enough to the ground, or Tiger Knee'd.

  • Good for confirming random air hits meterlessly as long as you're not too far off the ground.
  • Best near the corner at low height since it can combo into 2S.
  • Can confirm off of an air hit 236S near the corner to get back in and set up oki.
  • Very unsafe and not useful in neutral, but can be FRC'd when the active window ends.
    • You'll want to know this FRC well, as occasionally you'll get sideswapped when attempting a j.41236S. You do not want to whiff this move.
  • Don't use this against grounded opponents unless you get a character specific confirm or have the meter to (F)RC.

Additional Frame Data: 6th hit slams down opponent on ground hit. Knocks down opponent on air hit (untechable for 50F). Hitstop 7F. FRC timing 39~41F. Listed Frame Adv is for TK Air Zugaisai performed as fast as possible (startup 12F).

Nape Saddle
214K
GGAC Kliff 214K.png
Flip over 'em
GGXXACPR Kliff 214K-1-Hitbox.png

Frames 28-31

GGXXACPR Kliff 214K-2-Hitbox.png

Frames 32-35

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Nape Saddle
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 28 8 4+8 after landing -6 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/2.50 R 13 Launch 60 13 37~43F
GGAC Kliff 214K.png
GGXXACPR Kliff 214K-1-Hitbox.pngGGXXACPR Kliff 214K-2-Hitbox.png
Frames 28-31 • Frames 32-35
•Kliff is airborne 16~43F
•Kliff is in CH state 37~43F
•Auto Jump Install


Vault. Calls out fullscreen decisions, knocking down on hit.

  • Hits overhead, and will crossup depending on position, so it can act as mixup from anywhere on the screen
  • Not great when blocked. Throw punishable. Can also be easily tagged in the air, as it only goes active as Kliff passes the apex of his arc.
  • Works as a character specific alternative to 236S after an OTG 2S against characters that you want to stay in against when you don't have them near the corner.
  • Can convert into 2s on high air hits.
  • FRC > j.41236S or j.H can be used for tricks, but it's not the best use of meter due to Kliff's slow fall speed.
  • Cancelling taunt into this can give you some decent options, as taunt will usually cover the recovery.

Additional Frame Data: Kliff is airborne 16~43F. Kliff is in CH state 37~43F. Slams down opponent on air hit (untechable for 60F). FRC timing 24~27F.

Scale Ripper
623H, HxN
GGAC Kliff 623H.png
What a spry old fellow!

NOTE: This attack groups hitboxes in trios.
E.G: [1,2,3], [4,5,6], [7,1,2]...
Minimum number of hits is 7 (42F).
The "finishing attack" is hitbox #3.

GGXXACPR Kliff 623H-1-Hitbox.png

Hitbox 1

GGXXACPR Kliff 623H-2-Hitbox.png

Hitbox 2

GGXXACPR Kliff 623H-3-Hitbox.png

Hitbox 3

GGXXACPR Kliff 623H-4-Hitbox.png

Hitbox 4

GGXXACPR Kliff 623H-5-Hitbox.png

Hitbox 5

GGXXACPR Kliff 623H-6-Hitbox.png

Hitbox 6

GGXXACPR Kliff 623H-7-Hitbox.png

Hitbox 7

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623H
Scale Ripper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14×49 Mid 7 6×48, 3 22 -8 4 14×49 6×49
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/3.60×49 R 16 Launch 10 7
GGAC Kliff 623H.png
GGXXACPR Kliff 623H-1-Hitbox.pngGGXXACPR Kliff 623H-2-Hitbox.pngGGXXACPR Kliff 623H-3-Hitbox.pngGGXXACPR Kliff 623H-4-Hitbox.pngGGXXACPR Kliff 623H-5-Hitbox.pngGGXXACPR Kliff 623H-6-Hitbox.pngGGXXACPR Kliff 623H-7-Hitbox.png
Hitbox 1 • Hitbox 2 • Hitbox 3 • Hitbox 4 • Hitbox 5 • Hitbox 6 • Hitbox 7
•Can mash for more hits
•Does 5 hits without mashing
•Can move back and forth while attacking
•49th attack is a "finishing attack"
•Listed Frame Adv is for the finishing attack


The Pinnacle of Anti-Airs.

  • Gigantic 5F hitbox which smacks opponents almost anywhere right above you.
  • Mostly useful at the end of a combo for tacking on as many hits as possible.
  • The lengthy recovery and varying number of hits can put Kliff in an awkward situation.
  • Blows through bursts for some paltry damage.
  • Kliff can move back or forth slightly while mashing more hits.
    • If this clashes while mashing, you may get a 6H which will sometimes tag opponents that are ill-prepared.
  • Will vacuum even when they tech and requires FD to airblock, so it can repeatedly reset unaware opponents.
    • If you're on the receiving end of this move, tech and hold FD until you safely touch the ground.

Additional Frame Data: Floats opponent on hit (untechable for 10F). Hitstop 7F. Can mash for more hits. Can move back and forth while attacking. 49th attack is a "finishing attack" that is active for 3F and recovery of 22F. Listed Frame Adv is for the finishing attack.

Two Steps Forward
214P
GGAC Kliff 214P.png
Only battle hardened veterans know how to step out of the way
GGAC Kliff 214PP 2.png
What have you been doing to this poor man?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P
2-Steps Forward
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 48
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~48F Strike
GGAC Kliff 214P.pngGGAC Kliff 214PP 2.png
Only battle hardened veterans know how to lean out of the way • What have you been doing to this poor man?
•Can cancel into followup (Hellish Charge and FB Hellish Charge) from 10~41F
•Cannot be cancelled into
•Each time Two Steps Forward is used, Kliff's current stun rating is added to a total
•If this total reaches 80, Kliff's back goes out, leaving him vulnerable
•After using Two Steps Forward 4 times, Kliff's back has a chance to go out immediately, based on his current stun rating


One of Kliff's defining moves, in which he just steps to the side.

  • Strike invul for its entire duration. Can only be punished with throw.
  • Can either be followed up with Hellish Charge to put a hitbox out, or you can just wait for the recovery to end and grab.
  • Works as a very risky reversal on wakeup, or use on oki to bait the reversals.
  • Great against lengthy moves you can react to, like supers, and can follow up with Chop or FB Chop for a huge punish.
  • Can be OS'd against and will lose to safejump > land > throw OS.
  • The closer you are to being dizzied and the more often you use it, the more chances it has of failing, which will get you killed.
  • You cannot cancel into this.

Additional Frame Data: Strike invincible 1~48F. Can cancel into followup (Hellish Charge) from 1~41F. Each time Two Steps Forward is used, Kliff's current stun rating is added to a total. If this total reaches 80, Kliff's back goes out, leaving him vulnerable. After using Two Steps Forward 4 times, Kliff's back has a chance to go out immediately, based on his current stun rating. Two Steps Forward cannot be cancelled into.

Hellish Charge
Two Steps Forward -> P
GGAC Kliff 214PP 1.png
The eye is open!
GGXXACPR Kliff 214PP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P > P
Hellish Charge
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 4 2 23 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 1~4F Strike R 13 Stagger 32 14 13
GGAC Kliff 214PP 1.png
Hey, resident bo'ke, the eye is open!
GGXXACPR Kliff 214PP-Hitbox.png
•Dizzy modifier x1.5


Psuedo-DP followup to dodge.

  • Gives a hitbox to 214P. Strike invuln until startup.
  • Tags a hit against players who do not know to safejump > throw against dodge.
  • Staggers on hit, allowing for a throw followup if they don't mash out.
  • Better conversions when RC'd, eliminates it being unsafe.
  • Risky move, but a good thing to have.

Additional Frame Data: Staggers opponent on hit (max 32F). Strike invincible 1~4F. Dizzy modifier x2.

Limb Severer
j.41236S
GGAC Kliff j41236S.png
The Human Cannonball

1st Hit
(Frames 14-16 + 6N)

1st Hit
(Frames 14-16 + 6N)

2nd Hit
(Landing Frames 1-2)

2nd Hit
(Landing Frames 3-6)

2nd Hit
(Landing Frames 7-11)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.41236S
Limb Severer
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40, 32 High/Air, All 14 Until landing+12 26 -6 5, 3 15, 10 6, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/6.00, 1.20 RF 18, 13 Launch 60, 53 15 12~13F
GGAC Kliff j41236S.png
GGACR Kliff j41236S Hitbox 1.pngGGACR Kliff j41236S Hitbox 2.pngGGACR Kliff j41236S Hitbox 3.pngGGACR Kliff j41236S Hitbox 4.pngGGACR Kliff j41236S Hitbox 5.png
  • Alternates while diving • First shockwave hitbox • Average size shockwave • Max(?) possible shockwave
•2nd hit (shockwave) destroys other projectiles
•The longer the dive, the bigger the shockwave
•Listed Frame Adv is for the shortest possible dive


Strong all around tool, both as a combo starter and ender.

  • Kliff's main air combo knockdown tool which leads to a safejump with fuzzy guard setups. Has four(?) different shockwave sizes, growing larger the higher Kliff is when he initiates the move.
  • Hits overhead, can cross up while cutting Kliff's horizontal momentum, and stalls in the air for occasional fakeouts.
  • Leads to big damage, or guaranteed dizzy setups in the corner on hit with meter.
  • Can be difficult to punish due to pushback.
  • FRC right before it goes active to fake out into a throw or low.
  • Comes with the weakness of being out prioritized by j.214S if you get crossed under, which is *horribly* unsafe on whiff. Always keep the opponent's position in mind.
  • Can be punished by having the first hit air blocked and the second hit jumped over.

This move is overall one of Kliff's more important ones. Can be very frustrating to deal with if the opponent is not familiar with it.

Additional Frame Data: 1st hit (dive) knocks down opponent (on air hit untechable for 60F). 2nd hit (shockwave) destroys other projectiles, knocks down opponent (untechable for 53F). The longer the dive, the bigger the shockwave. Listed Frame Adv is for the shortest possible dive. FRC timing 12~13F.

Taunt
GGAC Kliff taunt.png
FOOLS, THE LOT OF YOU
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Taunt
Taunt
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8×4 All 61 ?? Total 120 3 3×4 7×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×4 13 14 14 13
GGAC Kliff taunt.png
GGACR Kliff Taunt Hitbox 1.pngGGACR Kliff Taunt Hitbox 2.png
Projectiles not mirrored on P2 side • Big N
•Projectiles appear on 13F, 25F, 37F, 49F and will activate even if Kliff is hit
•Projectiles disappear if they go off-screen
•Can be canceled into anything other than movement or blocking from 62F onwards
•Random chance last kana will be bigger size: Level 4, Damage – 32, GB+ – 10, GB- – 6, Tension – 3.84


Who knew that calling somebody an idiot made for such good oki?

  • Multi hit projectile which doesn't go away when Kliff gets hit.
  • Can cut down the recovery significantly by canceling into FD or an attacking move right before the kana (letters) start moving.
  • Works best off of 2D or c.S knockdown.
  • Can give Kliff meterless conversions off of Instant Overhead j.K/j.S when used.
  • The last kana randomly spawns doubled in size for four times the damage.
  • Easily jumped over, but will generally force the opponent to make a decision when used at neutral. Each kana can be cancelled out by other projectiles.
  • Since this is a taunt it will give the opponent some tension. Make sure not to dial it in after winning a round and give the opponent 50 meter for the next one.
  • バカモン

Force Breaks

Air Bellowing Roar
j.236D
GGAC Kliff j236D.png
Old Man, Derp Dragon
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236D
Air Bellowing Roar
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 8 25 Total 25 5 3 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.72 18 Launch 50 + WBounce 15
GGAC Kliff j236D.png
About half the size of super version
GGACR Kliff j236D Hitbox 1.pngGGACR Kliff j236D Hitbox 2.pngGGACR Kliff j236D Hitbox 3.pngGGACR Kliff j236D Hitbox 4.pngGGACR Kliff j236D Hitbox 5.pngGGACR Kliff j236D Hitbox 6.pngGGACR Kliff j236D Hitbox 7.pngGGACR Kliff j236D Hitbox 8.png
Frames 8-11 • Frames 12-14 • Frames 15-17 • Frames 18-20 • Frames 21-23 • Frames 24-26 • Frames 27-29 • Frames 30-32
•Destroys other projectiles


Feasts off of other projectiles.

  • Big hitbox projectile which covers a huge amount of horizontal airspace.
  • Blows Kliff back on use, helping him get out of dodge, particularly when Tiger Knee'd.
  • Untechable blowback and wallbounce on hit, giving Kliff ample time to convert as they fall back towards him.
  • Recovers as soon as the active frames fade, letting Kliff airdash back in and go for something like a falling j.H for an immediate ground pickup.
  • All around strong move. Never a bad use of meter.

Additional Frame Data: Destroys other projectiles. Blows back opponent on ground hit. Wall bounces opponent on air hit (untechable for 53F).

FB Hellish Charge
Two Steps Forward -> D
GGAC Kliff 214PP 1.png
"Welp, that's the round"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P > D
FB Hellish Charge
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 22 2 68 -56 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.44 1~7F Strike
8~19F Upper Body
R 13 14 14 6
GGAC Kliff 214PP 1.png
When the bo'ke gives the round to the tsukkomi for free
GGXXACPR Kliff 214PP-Hitbox.png
•Dizzy modifier x50


Almost guaranteed stun move.

  • Times 119 stun modifier. Tagging people with this is one of the most frustrating things in the game.
  • Too slow to use at neutral, but can be combo'd into. Can work as a very slow punish in some instances.
  • Significantly less invuln than the meterless version.
  • Despite the ludicrously high dizzy modifier, there are many instances where the dizzy is not guaranteed. Use as early in a combo as possible when setting up.
    • Tends to work out of throw, airthrow, j.41236, and Impossible Dust.
  • Becomes riskier to attempt the more you've been hit or attempted to dodge/214P. Be absolutely certain that you won't throw out your back when combo'ing into this.
  • Will perform the coughing animation regardless of hit or block/whiff. Won't give you enough time to start a combo with 6[H] unless you RC it. Kliff will still get ridiculous punishes afterwards regardless.

Additional Frame Data: Strike invincible 1~7F. Upper body invincible 8~19F. Dizzy modifer x119.

Overdrives

Reflex Roar
236236H
GGAC Kliff 236236S.png
Young Man, Derp Dragon
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236H
Reflex Roar
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
100 All 7+1 25 26 -17 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 18 Launch 90 + WStick 30 15 9~14F
GGAC Kliff 236236S.png
GGACR Kliff 236236H Hitbox 1.pngGGACR Kliff 236236H Hitbox 2.pngGGACR Kliff 236236H Hitbox 3.pngGGACR Kliff 236236H Hitbox 4.pngGGACR Kliff 236236H Hitbox 5.pngGGACR Kliff 236236H Hitbox 6.pngGGACR Kliff 236236H Hitbox 7.pngGGACR Kliff 236236H Hitbox 8.png
Frames 8-11 • Frames 12-14 • Frames 15-17 • Frames 18-20 • Frames 21-23 • Frames 24-26 • Frames 27-29 • Frames 30-32
•Destroys other projectiles
•Kliff is in CH state from 1~45F


Enter the Dragon.

  • Full screen answer. 100 damage, very quick and extensive range.
  • Will destroy other projectiles on screen.
  • Active for a huge amount of time, but won't fully extend until later in its active frames.
  • Often used to hitconfirm max ranged pokes into good damage. Can end combos or continue them.
  • Can be FRC'd to bait bursts, or follow with a whiffed 214K for good corner carry and a combo.
  • Wallsticks when close enough to the corner. Can do meterless confirms if close enough or if Reflex Roar hits later in its active frames.
  • Not fully invul. Kliff will get tagged before it goes active if he sticks his hand into a hitbox. Otherwise one of Kliff's best uses of 50 meter.

Additional Frame Data: Destroys other projectiles. Wall sticks opponent on hit (untechable for 90F, sticks for 30F). FRC timing 9~14F. Kliff is in CH state from 1~45F.

Soul Survivor
632146H
GGAC Kliff 4641236H.png
No Survivors, not even Kliff
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Sole Survivor
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 20×14 All 16+0 6, 35×14 Total 159 -25 4 14, 3×14 6×15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~22F All  R 16 Launch 59, 60×14 14×15
GGAC Kliff 4641236H.png
Russian Roulette but with a half loaded gun
GGACR Kliff 632146H Hitbox 1.pngGGACR Kliff 632146H Hitbox 2.pngGGACR Kliff 632146H Hitbox 3.png
Frames 16-19 • Frames 20-21
•Can only RC if 1st hit touches opponent
•Kliff is in CH state during move
•If held throw invul lasts until button is released


Russian Roulette but with a half loaded gun.

  • Extremely slow reversal with a good amount of strike invincibility.
  • Can be charged after the flash for more hits. Charging will also extend its throw invincibility until the button is released.
  • 0f after the first hit, so good in gaps against moves with a lot of recovery.
  • Hits at random and can knock them any given distance away from you. Can knock targets out of the hit zone and make itself completely vulnerable on hit.
  • If the opponent is sucked in on the last hit, it can combo into 2S > 236S after the knockdown.

Additional Frame Data: 1st hit floats opponent on hit (untechable for 59F). Can only RC if 1st hit touches opponent. 2nd hit floats opponent on hit (untechable for 60F). Kliff is in CH state during move. Strike invincible 1-22 [Move has unlisted throw invincibility until startup]

Instant Kill

Pulverizing Dragon's Roar
in IK Mode: 236236H Double Dragon
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Kliff's incredibly long IK preparation makes this rather impractical. FB Hellish Charge RC can give enough time to use this move, but mashing out beforehand is not particularly difficult. Generally too slow to be much use.


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
BoB enter Japan Mikado - Retired Character pioneer. Makes people weep on hit. Link
Takeuchi enter Japan Mikado - Retired to Xrd - Link

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


To edit frame data, edit values in GGACR/Kliff Undersn/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.