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
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 air 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 46F 49F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.2 2.74 4.8 0.16 100.0

Backdash Values

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

Jump Values

Prejump Number of Jumps Jump vY Jump Height 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 Height High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F

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 70.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
7.2 15.0 6.0 15.0

Proximity Ranges

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

Normal Moves

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

Universal Mechanics

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

Special Moves

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

Force Breaks

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

Overdrives

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

Instant Kill

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

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Kliff 5P.pngGuard:
Mid
Startup:
5
Recovery:
3
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Kliff 2P.pngGuard:
Mid
Startup:
5
Recovery:
7
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Kliff 6P.pngGuard:
Mid
Startup:
13
Recovery:
17
Advantage:
-10
- - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC Kliff 5K.pngGuard:
Mid
Startup:
6
Recovery:
12
Advantage:
-6
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Kliff 2K.pngGuard:
Low
Startup:
7
Recovery:
13
Advantage:
-5
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Kliff cS.pngGuard:
Mid
Startup:
7
Recovery:
15
Advantage:
-5
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Kliff fS.pngGuard:
Mid
Startup:
11
Recovery:
15
Advantage:
-4
- - 2S 5H, 2H 5D, 2D Special, Super
2SGGAC Kliff 2H.pngGuard:
Mid
Startup:
15
Recovery:
17
Advantage:
-4
- - - 5H, 2H 5D, 2D Special, Super
5HGGAC Kliff 5H.pngGuard:
Mid
Startup:
14
Recovery:
15
Advantage:
-8
- - - - 5D, 2D Special, Super
2HGGAC Kliff 2S.pngGuard:
Low
Startup:
12
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Special, Super
6HGGAC Kliff 6H.pngGuard:
High
Startup:
28
Recovery:
63
Advantage:
-50
- - - - - Special, Super
5DGGAC Kliff 5D.pngGuard:
High
Startup:
27
Recovery:
19
Advantage:
-6
- - - - - Homing Jump
2DGGAC Kliff 2D.pngGuard:
Low
Startup:
7
Recovery:
21
Advantage:
-14
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Kliff jP.pngGuard:
High/Air
Startup:
5
Recovery:
8
Advantage:
j.P[+] j.K[+] j.S j.H - Special
j.KGGAC Kliff jK.pngGuard:
High/Air
Startup:
7
Recovery:
6
Advantage:
j.P - j.S j.H j.D Jump, Special
j.SGGAC Kliff jS.pngGuard:
High/Air
Startup:
9
Recovery:
17
Advantage:
- - - j.H - Jump, Special
j.HGGAC Kliff jH.pngGuard:
High/Air
Startup:
10
Recovery:
19
Advantage:
- - - - j.D Special
j.DGGAC Kliff jD.pngGuard:
High/Air
Startup:
25
Recovery:
14 after landing
Advantage:
-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

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