- 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 | |
---|---|
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
- 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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4 | All | 11 | 8 | 13 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 6 | 3 | 16 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | 4 | 8 | 34 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 15 | 14 | 9 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
45 | All | 22 | 6 | 55 | none |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
All | 3 | 8 | 15 | none |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 6 | 8 | 9 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 16 | 4 | 27 | KD | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 10 | 27 | 16 | none |
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.j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 11 | 8 | 9 | none |
j.K
{{GGML_Move_Card |input=j.K |description=Also slower and worse for space control than j.S. Equally pointless.
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 8 | 4 | 15 | none |
j.H
Universal Mechanics
Dust Attack
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Dust | 18 | All | 6 | 6 | 13 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Throw | 1 | N/A | N/A | N/A | none |
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field
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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
Pulverizing Dragon's Roar
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 9 | 15 | 10 | N/A | N/A | Above Knees |
Taunt
Specials
Bellowing Roar
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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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Skull Crusher
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | All | 12 | 3,4x4,2 | 23 | none |
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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Nape Saddle
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Overhead | 28 | 21 | 0 | none |
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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Scale Ripper
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16xN | Mid | 1 | mash to extend indefinitely | 0 | none |
- Air Unblockable
2-Steps Forward
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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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Hellish Charge
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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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.BAKAMON!!
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5x4 | 21 | until contact | 30 |
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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Super
Sole Survivor
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
Random, ~33 | Unblockable,All | 24 | 106 | 21 |
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Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Colors