Kliff Undersn |
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Overview
- Kliff Undersn is the oldest playable human character in Guilty Gear. He calls you an idiot, flips tables (the wrong way), and then dizzies you immediately.
Huge risk and huge reward, Kliff 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.
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.
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.
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Normals
5K |
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Tekken Style Launcher.
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 |
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Both the starter and the ender.
Additional Frame Data: Slams down opponent on air hit (untechable for 17 frames). |
f.S |
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Kliff's main ranged ground poke.
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5H |
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Massive but slow, multi purpose normal.
Additional Frame Data: Pulls in opponent on air hit (untechable for 18F). Staggers opponent on CH (max 37F). |
6P |
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6H |
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5D
5D |
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Extremely good overhead, in exchange for raising Kliff's own stun.
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 |
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Shorter range 5P.
Gatling Options: 2P,5P,6P,5K,2K,c.S,f.S,2S,5H,2H,5D,2D |
2K |
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Kliff's main low option. Necessary for conditioning.
Additional Frame Data: Initial prorate 80%. Low profile 5~13F. |
2S |
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Ignores the rules.
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 |
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2D |
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Oh me oh my. Kliff's best normal, possibly the best sweep in the game.
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 |
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Great air-to-air and jumping anti-air.
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j.K |
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The staple Kliff mixup tool.
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 |
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Decent air-to-air normal at range. Can hit deceptively deep.
Additional Frame Data: Initial prorate 80% |
j.H |
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Large, slow attack. Situational in neutral, but vital in confirms.
Requires some situational awareness for optimal use:
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 |
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Sometimes you just gotta let your weapon carry you.
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 |
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Alley Oop.
Additional Frame Data: Forced prorate 50%. Dizzy modifier x0.8. |
Air Throw |
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Sometimes you just need to really get the point across.
Additional Frame Data: Forced prorate 50%. Dizzy modifier x0.8. |
Dead Angle Attack |
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Probably the worst Dead Angle in the game. Use Backdash or 214P Dodge instead.
Additional Frame Data: Forced prorate 50%. Strike invincible 5~15F. Blows back opponent on hit (untechable for 60 frames). |
Specials
Bellowing Roar 236P/S |
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Skull Crusher 214S air OK |
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Nape Saddle 214K |
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Vault. Calls out fullscreen decisions, knocking down on hit.
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 |
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The Pinnacle of Anti-Airs.
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 |
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One of Kliff's defining moves, in which he just steps to the side.
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 |
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Psuedo-DP followup to dodge.
Additional Frame Data: Staggers opponent on hit (max 32F). Strike invincible 1~4F. Dizzy modifier x2. |
Limb Severer j.41236S |
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Strong all around tool, both as a combo starter and ender.
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 |
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Who knew that calling somebody an idiot made for such good oki?
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Force Breaks
Air Bellowing Roar j.236D |
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Feasts off of other projectiles.
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 |
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Almost guaranteed stun move.
Additional Frame Data: Strike invincible 1~7F. Upper body invincible 8~19F. Dizzy modifer x119. |
Overdrives
Reflex Roar 236236H |
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Enter the Dragon.
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 |
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Russian Roulette but with a half loaded gun.
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 |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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