GGML/Kliff

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< GGML
Revision as of 17:56, 20 March 2022 by PrivateTarkus (talk | contribs) (→‎Overview: Updated to pull word for word from Kliff's lore entry in Guilty Gear Strive, which I should have done originally because that's what the standard says, but I was lazy before.)
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

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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6P

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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