< GGACR | Kliff Undersn
Gameplan at a Glance
- In neutral, play evasive if you're fighting a character who wants to fight in close range, and play aggressively if you're fighting a long-ranged character.
- Use f.S, j.S, 2D and j.H to control your screen space, and use 6P, Nape SaddleGuardHigh/AirStartup28Recovery4+8 after landingAdvantage-6, and your floaty jumps to subvert your opponents.
- On knockdown, use Bellowing RoarGuardAllStartup16Recovery4Advantage+3 (P version) to keep your opponent blocking on wakeup. From here, IAD in with j.K and mix your opponent.
- IAD j.K > j.S (Overhead confirm)
- IAD j.K > land > 2K (Low)
- IAD j.K > land > throw
- IAD j.K > land > 5D (Dust mixup)
- IAD j.K > land > rising j.K (Fuzzy mixup)
- Combo to 236S, then use 236P for Okizeme. Mix them up again, and keep mixing until they escape or you win the round.
Key Normals
- 5PGuardMidStartup5Recovery3Advantage0 is a great pressure starter and ender, as well as one of Kliff's fastest buttons. Good for abare An attack during the opponent's pressure, intended to interrupt it..
- c.SGuardMidStartup7Recovery15Advantage-5 is a good pressure normal and important combo connector for Kliff.
- f.SGuardMidStartup11Recovery15Advantage-4 is Kliff's go-to midrange poke. It has a slightly disjointed hitbox and good startup for the screen space it covers.
- 5DGuardHighStartup27Recovery19Advantage-6 is a mixup tool for Kliff, and is notably one of the few standing Dusts to be safe on block. Note that overuse can cause Kliff to flinch, opening you up to a punish.
- 6P is an excellent anti air. It can be charged, and all three versions have different uses.
- Uncharged 6P is a reactionary anti-air and a good counter-poke.
- Slightly charged 6P is useful in combos and generates lots of stun on hit. Fully charged is the same, but with even more stun.
- 6H is an overhead with slow startup but incredible range. This move can be charged to deal extremely high amounts of damage, and is great for starting combos
- 2SGuardMidStartup15Recovery17Advantage-4 removes OTG state, meaning Kliff can continue combos with it in the corner. Important for routing into Kliff's default combo enders.
- 2DGuardLowStartup7Recovery21Advantage-14 is an incredible sweep with fast startup, a super wonky hurtbox/hitbox ratio, and great reach.
- j.KGuardHigh/AirStartup7Recovery6Advantage- and j.HGuardHigh/AirStartup10Recovery19Advantage- are two of Kliff's go-to mixup tools. These moves are used to trick the opponent into guarding low while he strikes high, as both are Fuzzy This keyword does not have an entry in the Glossary overheads.
Anti-Airs
- c.SGuardMidStartup7Recovery15Advantage-5: Close range, just above Kliff.
- 6P: Long range, falling onto Kliff from above.
- 5HGuardMidStartup14Recovery15Advantage-8: The air in front of Kliff, around IAD height. The hitbox moves, so be careful using it.
- 623HGuardMidStartup7Recovery22Advantage-8: Scale Ripper. Fast startup, huge hitbox. Covers in front and above Kliff.
Important Specials
- 236PGuardAllStartup16Recovery4Advantage+3 is used for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. after ending a combo.
- 236SGuardAllStartup22Recovery48Advantage-32 is Kliff's most used combo ender, directly setting up 236P in the corner and allowing for further extensions if he cancels it with the FRC point.
- 214SGuardAllStartup10Recovery25Advantage-8 is an advancing move that can start a combo anywere. Despite the long recovery, the move can be very hard to punish, as Kliff drops backwards while in the recovery animations.
- 214PGuardStartupRecoveryTotal 48Advantage- allows Kliff to become temporarily strike invulnerable and sidestep through enemy offense.
- j.63214S is an air combo starter and ender that can be used as a mixup tool.
Defense
- Abare An attack during the opponent's pressure, intended to interrupt it./Mashing:
- Jump FD is a great way to get out of the corner fast, since Kliff's floaty jumps make him hard to follow for the majority of the cast.
- 214PGuardStartupRecoveryTotal 48Advantage- allows Kliff to temporarily become strike invulnerable, and he can follow it up with a second press of P to slap the opponent back. While this move is very strong, overusing raises Kliff's stun and can lead to the move failing.
Meter Usage
Kliff uses meter for a few different major things.
- Kliff spends meter on Faultless Defense very well, as it often spaces opponents out far enough to allow him escape from the corner. His tiny frame and floaty jumps help with this.
- Kliff has many excellent FRC This keyword does not have an entry in the Glossarys to use.
- 236S FRC is a combo extender that leads into Kliff's biggest combos.
- 236P FRC is used as a quick okizeme tool, as it makes Kliff very plus when used. Great for resetting pressure.
- 214K FRC is used as a crossup tool or to make the move safe.
- 214S is used to make the move fully safe.
- Kliff's overdrives are good. 236236HGuardAllStartup17+6Recovery19Advantage-28 can be used as a counterpoke or combo ender, while 632146HGuardAllStartup16+0RecoveryTotal 159Advantage-25 is a reversal super with slow startup.
- Kliff's two Force Breaks are also good. 214P > DGuardMidStartup22Recovery68Advantage-56 can be used to instantly stun the opponent, while j.236DGuardAllStartup8RecoveryTotal 25Advantage- is an anti-fireball move used in the air or while falling to the ground.
Pressure
Kliff likes to use short pressure strings while mixing in moves like j.K and j.H to open the opponent up. His step dash can also be used to set up a very strong and decently rewarding strike/throw mixup.
- 5P keeps the opponent blocking and can end pressure safely.
- 2K is a low option to condition the opponent to keep crouching, allowing Kliff to use his many strong overheads.
- IAD > j.K is a pressure reset and a way to get opponents to stand, which can allow you to throw or go for further pressure.
- 6H is slow overhead, but can be used in pressure to scare opponents into jumping. Charging it will often force them to react.
- Spaced j.S and j.H will discourage jumping.
- 2D will discourage moving out of the corner on the ground via running or walking.
- 236P FRC makes Kliff very plus When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin. on block.
Okizeme
Kliff wants to route into either:
- 236S > 236P
or
- General Knockdown (2D, Partially Charged 6P, 236S FRC) > Taunt
Starter Combos
- (5P/2P/2K) > c.S > 2D > Taunt
- Super basic buttons into knockdown. Sets up Taunt okizeme.
- ((dash) 5P/2P/2K) > c.S > 5H/2H > 214S ▷ ((dash) 2S 236S)
- Kliff's BnB. Good corner carry and damage. Sets up P Bellowing Roar Okizeme.
- (5P/2P/2K) > c.S > (5H/2H) > 214S ▷ (dash) 2S > 236S FRC > (dash whiff 214K) > dash 5K > c.S > Taunt
- FRC Combo that sets up Taunt Okizeme. Good for practicing 236S FRC.
- (f.S) > 2H > 236236H
- Overdrive confirm into corner carry. Sets up taunt or P Bellow Roar Okizeme.