< GGML
Overview
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 | |
---|---|
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 |
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, generous activation range, 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.
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 from any range. 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. Probably won't see much use due to how slow it is. 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.
6P
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. Pretty minus on hit due to teching, but still the gigantic, low-profile poke you know and love from later games. Just make sure to charge cancel, and don't miss.
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. Great harassment tool if you're confident they'll stay grounded. Death on whiff and necessary to charge cancel on hit or block, just like everything else Kliff has.
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.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
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.
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.
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 |
Respectable instant kill. Has a really big htibox and generous invuln, making it another solid anti-air and a dangerous counter-poke.
Taunt
Taunt
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's too slow to combo off anything. Level 1 is pretty useless, but higher-level versions are exceptional tools to punish opponents due to their massive size and damage.
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. Pretty bad.
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.
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.
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 |
Not actually invincible, unlike in later games. Really only useful as a way to use Hellish Charge, which this can cancel into from the first frame it activates.
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.
Super
Sole Survivor
4641236H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
Random, ~33 | Unblockable,All | 24 | 106 | 21 |
Add a description to this move using the |description=
field
Describe what the move is used for.
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