GGML/Kliff: Difference between revisions

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===<big>{{clr|2|2K}}</big>===
===<big>2K</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=2K
|input=2K

Revision as of 18:58, 16 June 2022

Overview
Overview

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

Pros
Cons
  • Small Size: Since he's among the smallest characters in the game, there's a lot of moves that go over Kliff.
  • 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 jump 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.
  • Low health: Tied with  Chipp for lowest defense, and has the lowest dizzy threshold in the game.
  • 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, Skull Crusher, keeps the opponent standing.
  • Weak Abare: Kliff's long range normals are great, but his close range normals aren't particularly fast and lack range.
  • 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.
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
Reversals

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

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5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 6 3 16 none

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c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All 4 8 34 none

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f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 15 14 9 none

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5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
45 All 22 6 55 none

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P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
All 3 8 15 none
  • Air Unblockable

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 6 8 9 none

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2K

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

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2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 10 27 16 none

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2H

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

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j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 11 8 9 none

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 Overhead 12 10 13 none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 8 4 15 none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Overhead 11 10 14 none

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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 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.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Throw 1 N/A N/A N/A none

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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
Kills the opponent instantly

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

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Skull Crusher

214S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 All 12 3,4x4,2 23 none

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Nape Saddle

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

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Scale Ripper

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

2-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

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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

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BAKAMON!!

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

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Super

Sole Survivor

4641236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Random, ~33 Unblockable,All 24 106 21

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Colors


Navigation

 Kliff
Systems Pages