| 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
Movement Options
Double Jump, 1 Air Dash, Dash Type: Step
Colors
Default P
Default K
Default S
Default H
Default D
EX P
EX K
EX S
EX H
EX D
Slash P
Slash K
Slash S
Slash H
Slash D1
Reload P
Reload K
Reload S
Reload H
Reload D1
Gold2
Shadow2
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.
Only selectable on the Arcade and PC-Rollback versions of the game.
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.
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 Lv2normal
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
•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 Lv3normal
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
•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.
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 Lv2normal
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
•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 Lv3normal
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
•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.
•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
Kliff feels around, his hair covering his eyes too much
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
It doesn't look like a low, but it sure hits like one
It doesn't look like a low, but it sure hits like one
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 Lv2normal
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
•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 Lv3normal
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
•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.
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.
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.
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.
•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).
•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.
•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.
•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).
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.214SAir Skull Crusherspecial
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
•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).
•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
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.
•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
Only battle hardened veterans know how to step out of the way
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.
• 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.
•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.
When the bo'ke gives the round to the tsukkomi for free
•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.
•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.
•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]
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.
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.