GGML/Kliff: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGML/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|overview=  
{{card|width=4
|lore=Kliff is a brave knight who wields the impossibly massive Dragonslayer, which legends say once took the head of a dragon with a single swing. He was also the man who recruited {{Character Label|GGML|Sol}} into the Order and acted as a father to Testament. He has fought Justice 17 times, but their fight during the Second Sacred Order of Holy Knights tournament proved to be Kliff's last.
|header=
|summary= spaces opponents with his strong normals while looking to convert into a stun.
|content=Everyone's favorite geezer with a cleaver, Kliff is a slow and devastating midrange character. He can bring the pain with highly-damaging, long-ranged disjointed normals that cover all angles of approach. Moves like {{clr|3|c.S}}, {{clr|3|j.S}}, and {{clr|3|2S}} can cover massive space in neutral and rack up a fair amount of damage overtime. {{clr|1|6P}} and {{MMC|input=S > SxN|label=Scale Ripper}} also serve as terrifying anti-airs, letting him shut down other avenues of approach as well. He also boasts strong unique movement, with {{MMC|input=S+H|label=air Dust}} giving him acute control over his air momentum and his slow airdash letting him use a lot of air normals in one jump. All this harassment combines to form a character that can rack up singular solid hits often and potentially set up a devastating stun.
 
However, Kliff's gameplan has a lot of holes. While an individual swing does a lot of damage, Kliff's combo game is severely lacking; his main combo ender leaves him minus on hit, and a lot of moves don't have a combo after at all. He also lacks traditional dashes, which both removes his ability to perform charge cancel infinites and makes maneuvering on the ground difficult. Combined with his low health and highly committal attacks, Kliff can struggle to keep up with his opponents in the damage race and can find himself being punished for far more damage than he can deal. If you land the right hits and keep the pressure up, though, Kliff can powerfully wall out opponents and keep up with the competition.
}}
{{GGML/Infobox
|fastestAttack={{MMC|input=44 > P|label=Hellish Charge}} (minimum startup 2F)<br/>{{MMC|input=6P|label=6P}} (3F)
|reversal=None
}}
{{ProsAndCons
|intro = spaces opponents with his strong normals while looking to convert into a stun.
|pros=
|pros=
* '''Small Size''': Since he's among the smallest characters in the game, there's a lot of moves that go over Kliff.
* '''Small Size''': Kliff is amongst the smallest characters in the game and '''the''' smallest while standing, causing many of some characters' toolsets to whiff against him.
* '''Good Air Movement''': Kliff has a slow air dash, which combined with his great air normals, is more of an advantage than a disadvantage. Kliff also has his [[{{PAGENAME}}#Jump Dust|jump dust]], which lets him quickly float around the screen while still retaining all his air options.
* '''Good Air Movement''': Kliff has a slow air dash, which combined with his great air normals, is more of an advantage than a disadvantage. Kliff also has his midair Dust, which lets him quickly float around the screen while still retaining all his air options.
* '''Strong Normals''': Kliff has some huge normals, many of which are fast for their size.
* '''Strong Normals''': Kliff has some huge normals, many of which are fast for their size. His sword normals are also completely disjointed.
* '''Anti-Airs''': Kliff boasts two air unblockable moves: one is a 3f normal that covers the area right on top of him, and the other is a gigantic, disjointed, 1f special with no recovery at all. These two fast and powerful anti-airs let Kliff punish jumping.
|cons=
|cons=
* '''Low health''': Tied with {{Character Label|GGML|Chipp}} for lowest defense, and has the lowest dizzy threshold in the game.
* '''Terrible Dizzy''': Kliff has the lowest dizzy threshold in the game, which gets even ''lower'' if he attempts to leverage one of his few good tools in his Dust Attack. If he's using Dust liberally and is a pinch unlucky, he can get stunned off of single hits, even.
* '''Miniscule Tech Window''': Kliff has the worst tech window in the game at '''8 frames'''. This means he's more liable to eating a knockdown than anyone else bar {{CLabel|GGML|Testament}}, and his horrid health and dizzy mean eating more hits than he technically has to can be disastrous.
* '''Limited Ground Movement''': Kliff has a slow walk speed, no dash, and his backdash is a spot dodge, severely limiting his ability to move while grounded. He can use his ground dust as a pseudo dash, but it isn't the best option.
* '''Limited Ground Movement''': Kliff has a slow walk speed, no dash, and his backdash is a spot dodge, severely limiting his ability to move while grounded. He can use his ground dust as a pseudo dash, but it isn't the best option.
* '''Limited Combos''': While Kliff does high damage on individual hits, because his ground movement is limited he doesn't have a true infinite despite being able to charge. Additionally, he struggles to combo into knockdowns since his main combo ender, [[{{PAGENAME}}#Skull Crusher|Skull Crusher]], keeps the opponent standing.
* '''Limited Combos''': While Kliff does high damage on individual hits, because his ground movement is limited he doesn't have a true infinite despite being able to charge. Additionally, his main combo ender, {{MMC|input=214S|label=Skull Crusher}}, keeps the opponent standing and leaves him minus on hit.
* '''Weak Abare''': Kliff's long range normals are great, but his close range normals aren't particularly fast and lack range.
* '''Don't Miss''': Kliff's long-range normals are great, but all his normals have long animations; if Kliff whiffs a normal, he's left highly vulnerable and will probably die.
* '''Bad Super''': Sole Survivor is a contender for one of the worst supers in the game. It's punishable on hit, is hard to combo into, and doesn't do enough damage to justify how hard it is to use. This effectively means Kliff will only be spending meter on FD or for style points.
}}
}}
</div>


==Normals==
==Normals==
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{{GGML_Move_Card
{{GGML_Move_Card
|input=5P
|input=5P
|description=Slow as hell, small, and weak. No point to using this at all.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=5K
|input=5K
|description=Quick to start up, but relatively sluggish to recover compared to other normals. Generally outclassed by the faster and way larger {{clr|3|c.S}} as a mash out option. Also outclassed by {{clr|1|2P}} as a safe, spammable close-range normal, since {{clr|1|2P}} can whiff gatling into itself faster. Not very useful.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=c.S
|input=c.S
|description=Now ''this'' is a normal. Gigantic for its 4f startup, extremely generous activation range (about a '''third of the screen'''), good anti-air due to its disjoint, and very rewarding on hit. Use this when they're somewhat close to you and you need to occupy some space. Vulnerable to low profile; {{clr|3|2S}} is sometimes better for covering ground approaches as a result. Massive recovery, so don't forget to charge cancel. Important combo tool as it's his only normal that combos into {{clr|4|2H}}, which can then combo into Bellowing Roar for massive damage.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=f.S
|input=f.S
|description=Pretty ridiculous disjoint, but slow and pretty bad on whiff. Make sure to charge cancel this if you like living. Combos into Skull Crusher any range consistently. Not always a great poke due to its high commitment, but useful for space control.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=5H
|input=5H
|description=Very slow, but obscenely damaging normal. Kliff coughs after hit, block or whiff for a millennium-long recovery period unless cancelled into a special, including charge. Doesn't see much use in neutral and doesn't combo from anything, but {{clr|H|5H}} > CC > xN is Kliff's highest damage combo aside from raw level 3 Bellowing Roar. Just like all of Kliff's normals, get intimately familiar with charge cancelling this on block, and definitely don't whiff this move unless you really want to see the cool charge cancel infinite your opponent does after.
}}
}}


===<big>P</big>===
===<big>Fierce Strike</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=6P
|input=6P
|description=
|description=Extremely fast, air unblockable anti-air. Lacks upper body invincibility, making it likely to trade, but its sheer speed lets it stuff most air approaches on reaction. Kliff's fastest normal, giving it dubious application as an abare tool, though it's only 1f faster than the better-in-every-other-way {{clr|3|c.S}}. Launches on ground hit, which is awful because of teching, so make sure to charge cancel.
 
*Air Unblockable
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2P
|input=2P
|description=Fast, mashable, and whiff gatlings into itself or any {{clr|1|P}}/{{clr|2|K}} normal. Alright if you need something fast and safe-ish to press at closer ranges.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=2K
|input=2K
|description=Kliff's iconic sweep. There aren't many places you'd want to use this over {{clr|S|2S}} as they're both big low-hitting buttons, both of which kill you on whiff and need to be charge cancelled on block but this one's minus on hit due to the launch & it's considerably slower. The low profile would be especially good but {{clr|S|2S}} is just disjointed in that space instead of evasive, and also hits farther. Mostly pressed if you're bored of just using your sword normals.
Combos into {{clr|S|c.S}} > Scale Ripper if you do decide to use it. Otherwise, a charge cancel is recommended.
}}
}}


===<big>{{clr|3|2S}}</big>===
===<big>2S</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=2S
|input=2S
|description=Decently fast, gargantuan low poke that covers about half of the screen's horizontal length at max zoom. Active as all hell so it'll sometimes catch people trying to whiff punish it or run in and CC infinite you. Great harassment tool if you're confident they'll stay grounded, but it's death on whiff or if left uncanceled, so at any range besides close you should go into Charge (or Nape Saddle, for a gimmicky crossup). At close range you have generally {{MMC|input=c.S|label=better options}}.
}}
}}


===<big>{{clr|4|2H}}</big>===
===<big>2H</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=2H
|input=2H
|description=Slow and pretty unwieldly normal. Not very useful in neutral due to the poor range it covers. Potentially a very rewarding low option, but Kliff doesn't have any overhead threat, so this won't come up terribly often. Its function in later games as an OTG for combos is useless because this is Missing Link and they're not getting knocked down anyway.
This move's true calling is as a low crush. Kliff's off the ground starting on frame 4, and remains up there well into even the recovery, letting you hop over low pokes and smack them for devastating damage. How helpful this is is up for debate, though.
This is also a useful combo tool, as it combos from {{clr|3|c.S}} and can then in turn combo into Bellowing Roar, your most solid combo that does a single healthbar's worth of damage if Bellowing Roar is level 2.
}}
}}


===<big>{{clr|1|j.P}}</big>===
===<big>j.P</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=j.P
|input=j.P
|description=Slower and covers way less space than {{clr|3|j.S}}. Pretty pointless.
}}
}}


===<big>{{clr|2|j.K}}</big>===
===<big>j.K</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=j.K
|input=j.K
|description=Also slower and worse for space control than {{clr|3|j.S}}. Equally pointless.
}}
}}


===<big>{{clr|3|j.S}}</big>===
===<big>j.S</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=j.S
|input=j.S
|description=A terrifying air-to-air and air-to-ground. Covers a ludicrous amount of space in just 8 frames, is fully disjointed, is the safest move on whiff Kliff has, and deals some alright damage for its utility. Great for harassment.
}}
}}


===<big>{{clr|4|j.H}}</big>===
===<big>j.H</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=j.H
|input=j.H
|description=Another gargantuan disjoint in Kliff's arsenal. A couple frames slower and worse on whiff than {{clr|3|j.S}}, but more rewarding on hit and hits lower, making it better as a jump-in.
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>{{clr|5|Dust Attack}}</big>===
===<big>Dust Attack</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=S+H,j.S+H
|input=S+H,j.S+H
|description=One of Kliff's most important moves. During this move Kliff can move left and right, making it a pseudo dash. Making this stronger is the air version, which as well as allowing him to change his air momentum, recovers incredibly quickly with all air options. This lets him use it as a pseudo-air dash that he can fly around the screen with.  
|description=One of Kliff's most important moves. During this move, Kliff can move left and right, making it a pseudo dash. Making this stronger is the air version, which, in addition to allowing him to change his air momentum, recovers incredibly quickly with all air options. This lets him use it as a pseudo-air dash that he can fly around the screen with.
 
All this utility comes with a MAJOR caveat. Using dust increases Kliff's stun, and with him being dizzy prone as is, overuse of this move can spell disaster for Kliff. Unfortunately, he has to make frequent use of this if he wants to keep up with the rest of the cast.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=6H or 4H
|input=6H or 4H
|description=Sure is a grab. Kliff's too slow to tech chase them, so this is an unrewarding mixup option. Unfortunately it's also his only mixup option.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=P+K > 236X
|input=P+K > 236X
|description=Kills the opponent instantly
|description=Very strong instant kill. Has a huge htibox and generous invuln, making it another solid anti-air and a dangerous counter-poke.
}}
 
===<big>Taunt</big>===
====BAKAMON!====
{{GGML_Move_Card
|input=Taunt
|description=Taunt with a hitbox. Sends out four insulting projectiles that persist until they hit something or fly offscreen. Would be alright for space control if it wasn't so slow.
 
Uniquely and very funnily, all of the katakana projectiles are reflected back towards Kliff when they're blocked by the opponent and can hit him, turning this move from pointless to actively detrimental.
 
Like in +R, there's a small chance for the final kana to become larger and deal extremely high damage, but the chance is astronomically small in this game. Kliff is stuck with a bleeding mouth animation afterwards for a much longer recovery period that probably ruins his day. On top of that it does self damage that can potentially be fatal.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=236P|versioned=yes
|input=236P|versioned=yes
|description=
Big, damaging projectile attack. Gains extra range and damage with charge. Level 2 does incredible damage and covers around 2/3 of the screen's horizontal distance at max zoom. Level 3 is nearly twice as slow, but deals an obscene 128 damage and goes fullscreen, making it a dangerous option. Very high recovery and overall slow startup make this risky in neutral, and it can only be comboed into from {{clr|4|2H}} and {{clr|4|5H}} (level 3 won't combo no matter what). Level 1 is pretty useless outside combos, but higher-level versions are exceptional tools to punish opponents due to their massive size and damage.
*Launches, might be minus on hit
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=214S
|input=214S
|description=Very funny fullscreen spin move. Does way less damage than you'd expect, and is fairly minus on hit in addition to leaving you right in front of the opponent. While it's thankfully airborne during recovery, meaning it can't be punished with an infinite, you'll often get thrown unless you have immaculate spacing. Its usage is pretty unpreferable but it can connect off of far pokes like {{clr|S|2S}} when {{clr|P|236P}} won't, so it's occasionally worth it for the damage and stun. Won't combo properly off of max range pokes, which whittles down the number of situations it's "safe" to use Skull Crusher in significantly.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=214K
|input=214K
|description=Very slow movement option. Covers most of the air with its hitbox, and has no recovery whatsoever, making it a potentially powerful tool for maneuvering around the screen. It can lead to gimmicky, interruptible crossups after some normals that otherwise lead to nothing, like mid-range {{clr|S|2S}} & just-shy-of-tip-range {{clr|S|f.S}}. It's difficult for even Kliff players to tell which side it'll hit in these situations.
One of the only moves in the game that consistently steals the corner, this is usually unpreferable to do on purpose but it's difficult for the opponent to adjust to, so you can surprise people with it occasionally.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=S > SxN
|input=S > SxN
|description=
|description=Massive, air unblockable, instantaneous, and possessing 0 recovery whatsoever. Amazing anti-air in conjunction with {{clr|1|6P}}, with this one able to catch even the most distant flyers and deal pretty heavy damage on contact. A great way to keep people grounded, and an excellent thing to just do if your opponent is above you. However, as a mash move, it does need to be buffered from something else and can't just be used on demand. Thankfully {{clr|3|f.S}} can be whiff canceled into it, but this still means you need to take time to commit to it. Also a very good option to challenge the opponent's pressure.


*Air Unblockable
Uniquely, Kliff can do Scale Ripper in Sakkai state by simply pressing S. This means that when Kliff is hit by an IK at close or mid range, rather than having to dodge, he can ''punish'' the opponent for trying to IK him. This is incredibly useful especially against Ky, as it turns one of the most threatening tools in the game into a non-factor.
}}
}}


===<big>2-Steps Forward</big>===
===<big>Two Steps Forward</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=44
|input=44
|description=Despite how the hurtbox looks, this move is fully invincible for its entire duration, similar to other backdashes. However, unlike most it stays perfectly in place. Still a good tool for dealing with pressure, especially since it can be canceled into Hellish Charge at any point, even on the first frame.
Just like in later games, Two Steps Forward has a chance to fail which'll deal damage to Kliff and leave him vulnerable, the opposite of whatever you wanted to use it for. The chance is generally smaller than later titles at a 1/8, but it's not impacted by Kliff's stun value at all. It does a large chunk of Kliff's health when it fails, and the recovery & visually loud animation probably allows your opponent to confirm into a CC infinite afterwards. Adding insult to injury, the damage done by a fail can be lethal if he's low on health.
Still integral to getting out of pressure as Kliff, but be wary of Old Man Mechanics.
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=44 > P
|input=44 > P
}}
|description=Does alright damage and boasts generous invulnerability. Not as useful as a traditional backdash for escaping pressure, since this loses to low attacks. Technically Kliff's fastest attack if inputted frame-perfectly, being 2f at best, but c.S is probably still your go-to for mashing.


===<big>BAKAMON!!</big>===
It's a little minus if blocked and if one of the later hits whiff due to pushback, a hurtbox receding, etc. but it's still a good reversal. It low profiles under many moves - {{CLabel|GGML|Millia}}'s {{MMC|game=GGML|chara=Millia|input=2H|label=2H}} is a good example of an attack that looks like it should hit but doesn't. Has a higher stun modifier than most normals, normally this would be irrelevant but Kliff actually cares about stunning opponents since he can't infinite.
{{GGML_Move_Card
|input=Taunt
}}
}}


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{{GGML_Move_Card
{{GGML_Move_Card
|input=4641236H
|input=4641236H
|description=After the initial unblockable sword strike, this move spawns a random number of teeth from the ground, with each tooth spawning in a random location. Due to this, the damage and advantage on hit are incredibly inconsistent; sometimes you kill them outright, sometimes you miss completely and are massively minus on hit. A pretty bad super overall due to this instability, and not a great way to utilize Desperation State.
}}
}}


==Colors==
==Colors==
{{GGMLColors|Character=Kliff|Size=240}}
{{GGMLColors|Character=Kliff|Size=220}}
 


==Navigation==
==Navigation==
<center>{{Character Label|GGML|Kliff|42px}}</center>
{{notice|To edit frame data, edit values in [[{{#titleparts:{{PAGENAME}}| 1 | 1}}/{{#titleparts:{{PAGENAME}}| 1 | 2 }}/Data]].}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{GGML/Navigation
{{Navbar-GGML}}
|summary=One of the only two games he's regularly playable in, Kliff shows off some great normals then dies instantly because he can't do infinites in this game.
}}
[[Category:Guilty Gear|Kliff]]

Latest revision as of 15:53, 5 January 2024

Overview

Everyone's favorite geezer with a cleaver, Kliff is a slow and devastating midrange character. He can bring the pain with highly-damaging, long-ranged disjointed normals that cover all angles of approach. Moves like c.S, j.S, and 2S can cover massive space in neutral and rack up a fair amount of damage overtime. 6P and Scale RipperGGML Kliff Undersn SxN.pngGuardMidStartup1Recovery0Advantage- also serve as terrifying anti-airs, letting him shut down other avenues of approach as well. He also boasts strong unique movement, with air DustGGML Kliff Undersn Dust.pngGuardAllStartup6Recovery13Advantage- giving him acute control over his air momentum and his slow airdash letting him use a lot of air normals in one jump. All this harassment combines to form a character that can rack up singular solid hits often and potentially set up a devastating stun.

However, Kliff's gameplan has a lot of holes. While an individual swing does a lot of damage, Kliff's combo game is severely lacking; his main combo ender leaves him minus on hit, and a lot of moves don't have a combo after at all. He also lacks traditional dashes, which both removes his ability to perform charge cancel infinites and makes maneuvering on the ground difficult. Combined with his low health and highly committal attacks, Kliff can struggle to keep up with his opponents in the damage race and can find himself being punished for far more damage than he can deal. If you land the right hits and keep the pressure up, though, Kliff can powerfully wall out opponents and keep up with the competition.
Kliff
GGML Kliff Portrait.png
Defense
60%Raw Value: 6
Jump Startup
8f
Backdash
(Spot Dodge) 28f
Meter Gain Mod
80%Raw Value: 8
Charge Time
85f
Forward Walk Speed
63%Raw Value: 486
Backward Walk Speed
61%Raw Value: 358
Dizzy Resistance
53%Raw Value: 16
Fastest Attack
Hellish ChargeGGML Kliff Undersn 44P.pngGuardAllStartup1Recovery17Advantage- (minimum startup 2F)
6PGGML Kliff Undersn 6P.pngGuardAllStartup3Recovery15Advantage- (3F)
Reversals
None

 Kliff spaces opponents with his strong normals while looking to convert into a stun.

Pros
Cons
  • Small Size: Kliff is amongst the smallest characters in the game and the smallest while standing, causing many of some characters' toolsets to whiff against him.
  • Good Air Movement: Kliff has a slow air dash, which combined with his great air normals, is more of an advantage than a disadvantage. Kliff also has his midair Dust, which lets him quickly float around the screen while still retaining all his air options.
  • Strong Normals: Kliff has some huge normals, many of which are fast for their size. His sword normals are also completely disjointed.
  • Anti-Airs: Kliff boasts two air unblockable moves: one is a 3f normal that covers the area right on top of him, and the other is a gigantic, disjointed, 1f special with no recovery at all. These two fast and powerful anti-airs let Kliff punish jumping.
  • Terrible Dizzy: Kliff has the lowest dizzy threshold in the game, which gets even lower if he attempts to leverage one of his few good tools in his Dust Attack. If he's using Dust liberally and is a pinch unlucky, he can get stunned off of single hits, even.
  • Miniscule Tech Window: Kliff has the worst tech window in the game at 8 frames. This means he's more liable to eating a knockdown than anyone else bar  Testament, and his horrid health and dizzy mean eating more hits than he technically has to can be disastrous.
  • Limited Ground Movement: Kliff has a slow walk speed, no dash, and his backdash is a spot dodge, severely limiting his ability to move while grounded. He can use his ground dust as a pseudo dash, but it isn't the best option.
  • Limited Combos: While Kliff does high damage on individual hits, because his ground movement is limited he doesn't have a true infinite despite being able to charge. Additionally, his main combo ender, Skull CrusherGGML Kliff Undersn 214S.pngGuardAllStartup12Recovery23Advantage-, keeps the opponent standing and leaves him minus on hit.
  • Don't Miss: Kliff's long-range normals are great, but all his normals have long animations; if Kliff whiffs a normal, he's left highly vulnerable and will probably die.

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4 All 11 8 13 none
Slow as hell, small, and weak. No point to using this at all.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 6 3 16 none
Quick to start up, but relatively sluggish to recover compared to other normals. Generally outclassed by the faster and way larger c.S as a mash out option. Also outclassed by 2P as a safe, spammable close-range normal, since 2P can whiff gatling into itself faster. Not very useful.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All 4 8 34 none
Now this is a normal. Gigantic for its 4f startup, extremely generous activation range (about a third of the screen), good anti-air due to its disjoint, and very rewarding on hit. Use this when they're somewhat close to you and you need to occupy some space. Vulnerable to low profile; 2S is sometimes better for covering ground approaches as a result. Massive recovery, so don't forget to charge cancel. Important combo tool as it's his only normal that combos into 2H, which can then combo into Bellowing Roar for massive damage.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 15 14 9 none
Pretty ridiculous disjoint, but slow and pretty bad on whiff. Make sure to charge cancel this if you like living. Combos into Skull Crusher any range consistently. Not always a great poke due to its high commitment, but useful for space control.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
45 All 22 6 55 none
Very slow, but obscenely damaging normal. Kliff coughs after hit, block or whiff for a millennium-long recovery period unless cancelled into a special, including charge. Doesn't see much use in neutral and doesn't combo from anything, but 5H > CC > xN is Kliff's highest damage combo aside from raw level 3 Bellowing Roar. Just like all of Kliff's normals, get intimately familiar with charge cancelling this on block, and definitely don't whiff this move unless you really want to see the cool charge cancel infinite your opponent does after.

Fierce Strike

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
All 3 8 15 none
Extremely fast, air unblockable anti-air. Lacks upper body invincibility, making it likely to trade, but its sheer speed lets it stuff most air approaches on reaction. Kliff's fastest normal, giving it dubious application as an abare tool, though it's only 1f faster than the better-in-every-other-way c.S. Launches on ground hit, which is awful because of teching, so make sure to charge cancel.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 6 8 9 none
Fast, mashable, and whiff gatlings into itself or any P/K normal. Alright if you need something fast and safe-ish to press at closer ranges.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 16 4 27 KD none

Kliff's iconic sweep. There aren't many places you'd want to use this over 2S as they're both big low-hitting buttons, both of which kill you on whiff and need to be charge cancelled on block but this one's minus on hit due to the launch & it's considerably slower. The low profile would be especially good but 2S is just disjointed in that space instead of evasive, and also hits farther. Mostly pressed if you're bored of just using your sword normals.

Combos into c.S > Scale Ripper if you do decide to use it. Otherwise, a charge cancel is recommended.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 10 27 16 none
Decently fast, gargantuan low poke that covers about half of the screen's horizontal length at max zoom. Active as all hell so it'll sometimes catch people trying to whiff punish it or run in and CC infinite you. Great harassment tool if you're confident they'll stay grounded, but it's death on whiff or if left uncanceled, so at any range besides close you should go into Charge (or Nape Saddle, for a gimmicky crossup). At close range you have generally better optionsGGML Kliff Undersn cS.pngGuardAllStartup4Recovery34Advantage-.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
47 Low 16 4 20 none

Slow and pretty unwieldly normal. Not very useful in neutral due to the poor range it covers. Potentially a very rewarding low option, but Kliff doesn't have any overhead threat, so this won't come up terribly often. Its function in later games as an OTG for combos is useless because this is Missing Link and they're not getting knocked down anyway.

This move's true calling is as a low crush. Kliff's off the ground starting on frame 4, and remains up there well into even the recovery, letting you hop over low pokes and smack them for devastating damage. How helpful this is is up for debate, though.

This is also a useful combo tool, as it combos from c.S and can then in turn combo into Bellowing Roar, your most solid combo that does a single healthbar's worth of damage if Bellowing Roar is level 2.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 11 8 9 none
Slower and covers way less space than j.S. Pretty pointless.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 Overhead 12 10 13 none
Also slower and worse for space control than j.S. Equally pointless.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 8 4 15 none
A terrifying air-to-air and air-to-ground. Covers a ludicrous amount of space in just 8 frames, is fully disjointed, is the safest move on whiff Kliff has, and deals some alright damage for its utility. Great for harassment.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Overhead 11 10 14 none
Another gargantuan disjoint in Kliff's arsenal. A couple frames slower and worse on whiff than j.S, but more rewarding on hit and hits lower, making it better as a jump-in.

Universal Mechanics

Dust Attack

S+H or j.S+H
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Dust 18 All 6 6 13 none

One of Kliff's most important moves. During this move, Kliff can move left and right, making it a pseudo dash. Making this stronger is the air version, which, in addition to allowing him to change his air momentum, recovers incredibly quickly with all air options. This lets him use it as a pseudo-air dash that he can fly around the screen with.

All this utility comes with a MAJOR caveat. Using dust increases Kliff's stun, and with him being dizzy prone as is, overuse of this move can spell disaster for Kliff. Unfortunately, he has to make frequent use of this if he wants to keep up with the rest of the cast.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Throw 1 N/A N/A N/A none
Sure is a grab. Kliff's too slow to tech chase them, so this is an unrewarding mixup option. Unfortunately it's also his only mixup option.

Instant Kill

Pulverizing Dragon's Roar

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 9 15 10 N/A N/A Above Knees
Very strong instant kill. Has a huge htibox and generous invuln, making it another solid anti-air and a dangerous counter-poke.

Taunt

BAKAMON!

Taunt
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x4 21 until contact 30

Taunt with a hitbox. Sends out four insulting projectiles that persist until they hit something or fly offscreen. Would be alright for space control if it wasn't so slow.

Uniquely and very funnily, all of the katakana projectiles are reflected back towards Kliff when they're blocked by the opponent and can hit him, turning this move from pointless to actively detrimental.

Like in +R, there's a small chance for the final kana to become larger and deal extremely high damage, but the chance is astronomically small in this game. Kliff is stuck with a bleeding mouth animation afterwards for a much longer recovery period that probably ruins his day. On top of that it does self damage that can potentially be fatal.

Specials

Bellowing Roar

236P
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Bellowing Roar 22 All 16 4(4)4 35 none
Bellowing Roar Level 2 76 All 16 4(4)8 39 none
Bellowing Roar Level 3 128 All 30 4(4)12 44 none

Big, damaging projectile attack. Gains extra range and damage with charge. Level 2 does incredible damage and covers around 2/3 of the screen's horizontal distance at max zoom. Level 3 is nearly twice as slow, but deals an obscene 128 damage and goes fullscreen, making it a dangerous option. Very high recovery and overall slow startup make this risky in neutral, and it can only be comboed into from 2H and 5H (level 3 won't combo no matter what). Level 1 is pretty useless outside combos, but higher-level versions are exceptional tools to punish opponents due to their massive size and damage.

  • Launches, might be minus on hit

Skull Crusher

214S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 All 12 3,4x4,2 23 none
Very funny fullscreen spin move. Does way less damage than you'd expect, and is fairly minus on hit in addition to leaving you right in front of the opponent. While it's thankfully airborne during recovery, meaning it can't be punished with an infinite, you'll often get thrown unless you have immaculate spacing. Its usage is pretty unpreferable but it can connect off of far pokes like 2S when 236P won't, so it's occasionally worth it for the damage and stun. Won't combo properly off of max range pokes, which whittles down the number of situations it's "safe" to use Skull Crusher in significantly.

Nape Saddle

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Overhead 28 21 0 none

Very slow movement option. Covers most of the air with its hitbox, and has no recovery whatsoever, making it a potentially powerful tool for maneuvering around the screen. It can lead to gimmicky, interruptible crossups after some normals that otherwise lead to nothing, like mid-range 2S & just-shy-of-tip-range f.S. It's difficult for even Kliff players to tell which side it'll hit in these situations.

One of the only moves in the game that consistently steals the corner, this is usually unpreferable to do on purpose but it's difficult for the opponent to adjust to, so you can surprise people with it occasionally.

Scale Ripper

S > SxN
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16xN Mid 1 mash to extend indefinitely 0 none

Massive, air unblockable, instantaneous, and possessing 0 recovery whatsoever. Amazing anti-air in conjunction with 6P, with this one able to catch even the most distant flyers and deal pretty heavy damage on contact. A great way to keep people grounded, and an excellent thing to just do if your opponent is above you. However, as a mash move, it does need to be buffered from something else and can't just be used on demand. Thankfully f.S can be whiff canceled into it, but this still means you need to take time to commit to it. Also a very good option to challenge the opponent's pressure.

Uniquely, Kliff can do Scale Ripper in Sakkai state by simply pressing S. This means that when Kliff is hit by an IK at close or mid range, rather than having to dodge, he can punish the opponent for trying to IK him. This is incredibly useful especially against Ky, as it turns one of the most threatening tools in the game into a non-factor.

Two Steps Forward

44
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A N/A N/A N/A N/A N/A Full

Despite how the hurtbox looks, this move is fully invincible for its entire duration, similar to other backdashes. However, unlike most it stays perfectly in place. Still a good tool for dealing with pressure, especially since it can be canceled into Hellish Charge at any point, even on the first frame.

Just like in later games, Two Steps Forward has a chance to fail which'll deal damage to Kliff and leave him vulnerable, the opposite of whatever you wanted to use it for. The chance is generally smaller than later titles at a 1/8, but it's not impacted by Kliff's stun value at all. It does a large chunk of Kliff's health when it fails, and the recovery & visually loud animation probably allows your opponent to confirm into a CC infinite afterwards. Adding insult to injury, the damage done by a fail can be lethal if he's low on health.

Still integral to getting out of pressure as Kliff, but be wary of Old Man Mechanics.

Hellish Charge

44 > P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5x4 All 1 3,4,5,3 17 Above Toes 1~3, 5~7, 9~12

Does alright damage and boasts generous invulnerability. Not as useful as a traditional backdash for escaping pressure, since this loses to low attacks. Technically Kliff's fastest attack if inputted frame-perfectly, being 2f at best, but c.S is probably still your go-to for mashing.

It's a little minus if blocked and if one of the later hits whiff due to pushback, a hurtbox receding, etc. but it's still a good reversal. It low profiles under many moves -  Millia's 2HGGML Millia Rage 2H.pngGuardMidStartup4Recovery11Advantage-10 is a good example of an attack that looks like it should hit but doesn't. Has a higher stun modifier than most normals, normally this would be irrelevant but Kliff actually cares about stunning opponents since he can't infinite.

Super

Sole Survivor

4641236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Random, ~33 Unblockable,All 24 106 21
After the initial unblockable sword strike, this move spawns a random number of teeth from the ground, with each tooth spawning in a random location. Due to this, the damage and advantage on hit are incredibly inconsistent; sometimes you kill them outright, sometimes you miss completely and are massively minus on hit. A pretty bad super overall due to this instability, and not a great way to utilize Desperation State.

Colors

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