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 RipperGuard:
also serve as terrifying anti-airs, letting him shut down other avenues of approach as well. He also boasts strong unique movement, with air DustGuard:
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 spaces opponents with his strong normals while looking to convert into a stun.
- 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 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 means if he's really unlucky he'll sometimes get stunned by 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 getting knocked down than anyone else, which opens him up to offensive pressure and OTG combos.
- 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 CrusherGuard:
, 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.
- 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.
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- 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.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- 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.
- 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.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
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, a very high damage combo.
Pulverizing Dragon's Roar
|Bellowing Roar Level 2||76||All||16||4(4)8||39||none|
|Bellowing Roar Level 3||128||All||30||4(4)12||44||none|
|16xN||Mid||1||mash to extend indefinitely||0||none|
Two Steps Forward
|5x4||All||1||3,4,5,3||17||Above Toes 1~3, 5~7, 9~12|