GGACR/Kliff Undersn/Frame Data

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 Kliff Undersn


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.06 0 1.0 1/4F 1.1 50 21F 24F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.2 2.74 4.8 0.16 100

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
13 1~7F 10.0

Jump Values

Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 18.0 0.8 45F 4.0 4.0

High Jump Values

Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F 30.0 0.9 67F 4.0 4.0

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 20F 10.0 6F 12F 12.0 70

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 46 90

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 5 7 3 0 10 3 8 9 10 10 11 N/A
5K Mid 3 SJR 2.64 6 8 12 -6 20 10 7 90% 13 Launch 24 13 N/A
c.S Mid 4 SJR 3.84 7 7 15 -5 36 14 6 16 17 17 14 N/A
f.S Mid 3 SR 2.64 11 3 15 -4 36 10 7 13 14 14 13 N/A
5H Mid 5 SR 3.84 14 12 15 -8 54 20 6 18 19 18 15 N/A
5D High 5 R 2.64 27 6 19 -6 30 15 20 18~18F, 42~45F Feet
19~41F Lower Body
18 Launch 48 18 15 N/A
6P Lv1 Mid 3 SR 2.64 13 7 17 -10 32 10 7 1~8F Above Chest
9~12F Upper Body
13~19F Above Knees
20~26F Feet
13 Launch 28 14 13 N/A
6P Lv2 Mid 3 SR 2.64 22-70 7 28 -21 36 10 7 13 Launch 45 30 13 N/A
6P Lv3 Mid 3 SR 2.64 66+5 7 28 -21 40 10 7 13 Launch 45 N/A
6H Lv1 High 5 SR 3.84 28 9 63 -50 100 15 6 70% 18 Stagger 35 30 15 N/A
6H Lv2 High 5 SR 3.84 40-79 9 63 -50 120 15 6 70% 18 Stagger 35 16 + GBounce 15 N/A
6H Lv3 High 5 SR 3.84 70+8 9 63 -50 200 15 6 70% 18 Launch 40 + GBounce 15 N/A
2P Mid 1 CSJR 1.44 5 4 7 -1 12 3 8 9 10 10 11 N/A
2K Low 2 SR 2.64 7 4 13 -5 16 5 7 80% 5~13F Low Profile 11 12 12 12 N/A
2S Mid 5 SR 3.84 15 6 17 -4 32 20 6 Forced 70% 4~14F, 30~32F Feet
15~26F Lower Body
27~29F Leg
18 Crouch 20 18 + GBounce 15 N/A
2H Lv1 Low 4 SR 3.84 12 4 26 -13 43 11 6 16 17 16 14 N/A
2H Lv2 Low 4 SR 3.84 36-69 4 18 -5 55 11 6 16 Stagger 45 40 + WBounce 14 N/A
2H Lv3 Low 5 SR 3.84 65+4 4 18 -3 70 15 6 18 Launch 50 + WBounce 15 N/A
2D Low 4 SR 3.84 7 10 21 -14 36 11 6 16 Down 16 14 N/A
j.P High/Air 1 CSR 1.44 5 8 8 14 3 8 9 10 10 11 N/A
j.K High/Air 2 SJR 2.64 7 5 6 24 5 7 90% 11 12 12 12 N/A
j.S High/Air 3 SJR 2.64 9 4 17 28 8 7 80% 13 14 14 13 N/A
j.H High/Air 4 SR 3.84 10 8 19 40 11 6 90% 16 17 29 N/A
j.D High/Air 4 RF 3.84 25 Until landing 14 after landing -2 45 11 6 90% 12 Launch 27 + GBounce 14 23~24F

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 46 pixels 4.00 55 6 Forced 50% Down
Air Throw 90 pixels 4.00 60 6,7 Forced 50% Down
Dead Angle Attack All 3 R 0.52 12 4 12 -2 35 10 7 50% 5~15F Strike 13 Launch 60 13
Step Dash Total 34 3~19F Low Profile
Taunt All 3 2.64×4 61 ?? Total 120 8×4 3×4 7×4 13 14 14 13
Taunt All 3 2.64×4 61 ?? Total 120 8×4 3×4 7×4 13 14 14 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236P P Bellowing Roar All 5 F 0.50/3.60 16 27 4 +3 32 3 6 18 19 18 15 17~19F
236S S Bellowing Roar All 5 F 0.50/3.60 22 18 48 -32 64 10 6 18 Launch 67 + Slide 51 15 23~26F
214S Skull Crusher All 4 R 0.50/1.20×6 10 4×6 25 -8 14×6 14×6 6×6 16 17×5, Launch 16×5, 28 7 N/A
j.214S Air Skull Crusher All 4 RF 0.50/1.20×6 9 4×6 Until landing+6 -7 14×6 14×6 6×6 16 17×5, Launch 42 7 39~41F
214K Nape Saddle High/Air 3 R 0.50/2.50 28 8 4+8 after landing -6 40 8 7 13 Launch 60 13 37~43F
623H Scale Ripper Mid 4 R 2.50/3.60×49 7 6×48, 3 22 -8 14×49 14×49 6×49 16 Launch 10 7 N/A
214P 2-Steps Forward Total 48 1~48F Strike N/A
214P > P Hellish Charge Mid 3 R -/7.20 4 2 23 -11 12 10 7 1~4F Strike 13 Stagger 32 14 13 N/A
j.41236S Limb Severer High/Air, All 5, 3 RF -/6.00, 1.20 14 Until landing+12 26 -6 40, 32 15, 10 6, 7 18, 13 Launch 60, 53 15 12~13F

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
j.236D Air Bellowing Roar All 5 -/0.72 8 25 Total 25 50 3 6 18 Launch 50 + WBounce 15
214P > D FB Hellish Charge Mid 3 R -/1.44 22 2 68 -56 12 10 7 1~7F Strike
8~19F Upper Body
13 14 14 6

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236236H Reflex Roar All 5 F 7+1 25 26 -17 100 20 6 18 Launch 90 + WStick 30 15 9~14F
632146H Sole Survivor All 4 R 16+0 6, 35×14 Total 159 -25 24, 20×14 14, 3×14 6×15 1~22F All  16 Launch 59, 60×14 14×15 N/A

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Pulverizing Dragon's Roar All 5 17+6 28 19 -28 Fatal 20 17~20F All 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Kliff 5P.pngGuardMidStartup5Recovery3Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Kliff 2P.pngGuardMidStartup5Recovery7Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Kliff 6P.pngGuardMidStartup13Recovery17Advantage-10 - - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC Kliff 5K.pngGuardMidStartup6Recovery12Advantage-6 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Kliff 2K.pngGuardLowStartup7Recovery13Advantage-5 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Kliff cS.pngGuardMidStartup7Recovery15Advantage-5 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Kliff fS.pngGuardMidStartup11Recovery15Advantage-4 - - 2S 5H, 2H 5D, 2D Special, Super
2SGGAC Kliff 2H.pngGuardMidStartup15Recovery17Advantage-4 - - - 5H, 2H 5D, 2D Special, Super
5HGGAC Kliff 5H.pngGuardMidStartup14Recovery15Advantage-8 - - - - 5D, 2D Special, Super
2HGGAC Kliff 2S.pngGuardLowStartup12Recovery26Advantage-13 - - - - 5D, 2D Special, Super
6HGGAC Kliff 6H.pngGuardHighStartup28Recovery63Advantage-50 - - - - - Special, Super
5DGGAC Kliff 5D.pngGuardHighStartup27Recovery19Advantage-6 - - - - - Homing Jump
2DGGAC Kliff 2D.pngGuardLowStartup7Recovery21Advantage-14 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Kliff jP.pngGuardHigh/AirStartup5Recovery8Advantage- j.P[+] j.K[+] j.S j.H - Special
j.KGGAC Kliff jK.pngGuardHigh/AirStartup7Recovery6Advantage- j.P - j.S j.H j.D Jump, Special
j.SGGAC Kliff jS.pngGuardHigh/AirStartup9Recovery17Advantage- - - - j.H - Jump, Special
j.HGGAC Kliff jH.pngGuardHigh/AirStartup10Recovery19Advantage- - - - - j.D Special
j.DGGAC Kliff jD.pngGuardHigh/AirStartup25Recovery14 after landingAdvantage-2 - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
  • 6P and 2H can only gatling with their uncharged versions
  • 2H and c.S can gatling during their recovery frames
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, edit values in GGACR/Kliff Undersn/Data.
Systems Pages